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Returning 35 results for 'creating were cultists'.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
facets.
Zuggtmoy’s cultists often follow her unwittingly. Most are fungus-infected to some degree, whether through inhaling her mind-controlling spores or being transformed to the point where
flesh and fungus become one. Such cultists are fungal extensions of the Demon Queen’s will. Their devotion might begin with the seemingly harmless promises offered by exotic spores and mushrooms
Monsters
Mordenkainen Presents: Monsters of the Multiverse
become ghoul;ghouls and zombie;zombies (both appear in the Monster Manual) that serve in his legions, while his favored servants are the cultists and necromancers who murder the living and then manipulate
Monster Manual). These Undead obey his telepathic commands, which can reach anywhere in the lair.
Regional Effects
The region containing Orcus’s lair is warped by his magic, creating one or more
Monsters
Mordenkainen Presents: Monsters of the Multiverse
hideous to the beautiful.
Many of the cultists of Fraz-Urb’luu aren’t even aware they serve the Prince of Deception, believing their master is a beneficent being and granter of wishes
Effects
The region containing Fraz-Urb’luu’s lair is warped by his magic, creating one or more of the following effects:
Beguiling Realm. Within 6 miles of the lair, all Charisma (Persuasion
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, and he adorns himself in silks and leathers both striking and disturbing in their workmanship. His lair and those of his cultists are pleasure palaces where nothing is forbidden save moderation and
have disadvantage on Dexterity (Stealth) checks made to hide.
Regional Effects
The region containing Graz’zt’s lair is warped by his magic, creating one or more of the following effects
Monsters
Mordenkainen Presents: Monsters of the Multiverse
demonic nature of the alkilith, making what should be a dire warning appear strange but otherwise innocuous. Wherever alkiliths take root, they weaken the fabric of reality, creating a portal through
self-aware and seek to find their way onto the Material Plane. Since most cultists consider them too risky to summon—they can, after all, create portals to the Abyss—alkiliths must find
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, creating one or more of the following effects:
Acidic Water. Small bodies of water, such as ponds or wells, within 1 mile of the lair turn highly acidic, corroding any object that touches them.
Corrupted
, which is slick and sticks to anything that touches it.
If Juiblex dies, these effects fade over the course of 1d10;{"diceNotation":"1d10","rollType":"roll"} days.
Cultists of Juiblex
The Faceless
Zuggtmoy
Legacy
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Monsters
Out of the Abyss
’, is a soulless mockery of mortal life and its many facets.
Zuggtmoy’s cultists often follow her unwittingly. Most are fungi-infected to some degree, whether through inhaling her mind
-controlling spores or being transformed to the point where flesh and fungus become one. Such cultists are fungal extensions of the Demon Queen’s will. Their devotion might begin with the seemingly
Monsters
Mordenkainen Presents: Monsters of the Multiverse
The region containing Geryon’s lair is warped by his magic, creating one or more of the following effects:
Chilling Wind. Freezing strong winds howl around the area within 1 mile of the lair
traveler somewhere in Stygia.
If Geryon dies, these effects fade over the course of 1d10;{"diceNotation":"1d10","rollType":"roll"} days.
Cultists of Geryon
Geryon grants his cultists special
Baphomet
Legacy
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Monsters
Out of the Abyss
natures, for Baphomet envisions a world without restraint, where creatures live out their most savage desires.
Cults devoted to Baphomet use mazes and complex knots as their emblems, creating secret
cultists become tainted by his influence, gaining bloodshot eyes and coarse, thickening hair. Small horns eventually sprout from the forehead. In time, a devoted cultist might transform entirely into a
Monsters
Bigby Presents: Glory of the Giants
;s volcano, or misguided fire cultists offer sacrifices meant to appease or awaken the volcano, and the awakened cradle defies all their expectations. Like a living volcano, the cradle hurls balls of
, preferably at the head of a fire giant army.
Regional Effects
The region surrounding a scion of Surtur is altered by the giant’s magic, creating one or more of the following effects:
Abundant Ore
Monsters
Mordenkainen Presents: Monsters of the Multiverse
for 1 minute or until Baphomet takes this lair action again.
Regional Effects
The region containing Baphomet’s lair is warped by his magic, creating one or more of the following effects
1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Days"} days.
Cultists of Baphomet
Baphomet grants his cultists special abilities. All his devotees gain the Labyrinthine Recall trait
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Effects
The region containing Geryon’s lair is warped by his magic, creating one or more of the following effects:
Chilling Wind. Freezing strong winds howl around the area within 1 mile of
deposits a traveler somewhere in Stygia.
If Geryon dies, these effects fade over the course of 1d10;{"diceNotation":"1d10","rollType":"roll"} days.
Cultists of Geryon
Geryon grants his cultists special
Monsters
Mordenkainen Presents: Monsters of the Multiverse
or hyena that Yeenoghu can see can use its reaction to move up to its speed.
Regional Effects
The region containing Yeenoghu’s lair is warped by his magic, creating one or more of the
Yeenoghu dies, these effects fade over the course of 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Days"} days.
Cultists of Yeenoghu
Yeenoghu grants special abilities to his cultists. His
Monsters
Mordenkainen Presents: Monsters of the Multiverse
’s lair is warped by his magic, creating one or more of the following effects:
Beguiling Realm. Within 6 miles of the lair, all Charisma (Persuasion) and Charisma (Performance) checks have
;poisonous snakes and other venomous Beasts.
If Demogorgon dies, these effects fade over the course of 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Days"} days.
Cultists of Demogorgon
Monsters
Bigby Presents: Glory of the Giants
molten rock. Sometimes miners risk their lives to find rich veins of ore in a scion’s volcano, or misguided fire cultists offer sacrifices meant to appease or awaken the volcano, and the awakened
the giant’s magic, creating one or more of the following effects:
Abundant Ore. Veins of precious metals and ore are more common within 6 miles of the scion.
Desertification. Precipitation is
Orcus
Legacy
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Monsters
Out of the Abyss
. The least of these become ghoul;ghouls and zombie;zombies who serve in his legions, while his favored servants are the cultists and necromancers who murder the living and then manipulate the dead
disappear or until Orcus releases their grasp (no action required).
Regional Effects
The region containing Orcus’s lair is warped by the Orcus’s magic, creating one or more of the following
Fraz-Urb'luu
Legacy
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Monsters
Out of the Abyss
shoulders. He can assume other forms, however, from the hideous to the beautiful. Often the demon lord becomes so immersed in playing a role that he loses himself in it for a time.
Many of the cultists
take 33 (6d10) psychic damage.
Regional Effects
The region containing Fraz-Urb’luu’s lair is warped by his magic, creating one or more of the following effects:
Intelligent
Graz'zt
Legacy
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Monsters
Out of the Abyss
the finest of things and the most attractive of servants, and he adorns himself in silks and leathers both striking and disturbing in their workmanship. His lair, and those of his cultists, are
(Stealth) checks made to hide.
Regional Effects
The region containing Graz’zt’s lair is warped by his magic, creating one or more of the following effects:
Flat surfaces within 1 mile of
Monsters
Fizban's Treasury of Dragons
multiverse form the centerpiece of an amethyst dragon’s hoard.
Creating an Amethyst Dragon
Use the Amethyst Dragon Personality Traits and Amethyst Dragon Ideals tables to inspire your portrayal of
Serpents of the Dreaming City draws power from an ancient amethyst dragon, which the cultists keep in eternal slumber with braziers of enchanted smoke.
2
A rogue purple worm swallowed a large
Monsters
Fizban's Treasury of Dragons
, which can contain ancient relics of immense power.
Creating a Sapphire Dragon
Use the Sapphire Dragon Personality Traits and Sapphire Dragon Ideals tables to inspire your portrayal of distinctive
population, but the galeb duhr are causing trouble for local miners.
4
Two Lolth cultist;cultists seek a magical relic that attracts giant spider;giant spiders, but the relic’s resting place has
monsters
the darkness to accept sacrifices and devour the unwary. These creatures work beside cultists to spread their mother’s faith across the woods of the world. Luckily, they are quite rare
.
Corrupting Influence. The presence of a dark young shifts and warps the natural world. The plants in a 5-mile radius centered on its lair grow thick and verdant, creating natural barriers to dissuade explorers
monsters
its lair grow thick and verdant, creating natural barriers to dissuade explorers and intruders. Cultists learn the hidden paths that crisscross the area, allowing them to move in relative ease while
she is worshiped. The dark young act as proxies for Shub-Niggurath, crawling from the darkness to accept sacrifices and devour the unwary. These creatures work beside cultists to spread their mother
monsters
Wicker Man’s Lair
The Wicker Man’s lair is the hilltop where it is constructed and venerated.
The region containing the Wicker Man’s lair is changed by its presence, creating the
creature takes an extra 1d6;{"diceNotation":"1d6", "rollType":"roll", "rollAction":"biting flames"} Necrotic damage.
Endless Praise. Within 1 mile of the lair, cultists of the Wicker Man who sing
Druid
Legacy
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Classes
Basic Rules (2014)
out of sight on a high tree branch in the form of a leopard, a human peers out of the jungle at the strange construction of a temple of Evil Elemental Air, keeping a close eye on the cultists&rsquo
, druids take on a more active role in combating the threat, as adventurers.
Creating a Druid
When making a druid, consider why your character has such a close bond with nature. Perhaps your
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Plan of Attack The cultists try to attack with surprise, using one of two different plans outlined below. Feel free to adapt one of these plans or devise a plan of your own. Assume that the cultists
have either observed the characters for a few days or have been briefed about their targets by other spies. Option 1: Attack at an Inn If the characters are staying at an inn, the cultists might opt
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Plan of Attack The cultists try to attack with surprise, using one of two different plans outlined below. Feel free to adapt one of these plans or devise a plan of your own. Assume that the cultists
have either observed the characters for a few days or have been briefed about their targets by other spies. Option 1: Attack at an Inn If the characters are staying at an inn, the cultists might opt
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
cultists are aware of the true nature of the beings they serve, but many are delusional; cultists might perceive their mind flayer master as a wise and gentle priest. Cult NPCs d8 NPC 1 A monstrous
daelkyr, and began creating aberration servants. 4 A mind flayer serving Dyrrn dominates a magistrate and takes control of the city watch using intellect devourers. 5 An assassin mixes mind-altering
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
cultists are aware of the true nature of the beings they serve, but many are delusional; cultists might perceive their mind flayer master as a wise and gentle priest. Cult NPCs d8 NPC 1 A monstrous
daelkyr, and began creating aberration servants. 4 A mind flayer serving Dyrrn dominates a magistrate and takes control of the city watch using intellect devourers. 5 An assassin mixes mind-altering
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Adventures in Shankhabhumi Consider the plots on the Shankhabhumi Adventures table when planning adventures in Shankhabhumi. Shankhabhumi Adventures d4 Adventure 1 A den of cultists high in the
—potentially creating conflict with the riverines of the existing city-states. 3 A hermit asks for help when a newly born riverine (detailed at the end of this adventure) appears in a stream near her
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Adventures in Shankhabhumi Consider the plots on the Shankhabhumi Adventures table when planning adventures in Shankhabhumi. Shankhabhumi Adventures d4 Adventure 1 A den of cultists high in the
—potentially creating conflict with the riverines of the existing city-states. 3 A hermit asks for help when a newly born riverine (detailed at the end of this adventure) appears in a stream near her
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Cult of the Black Earth The earth cult worships the implacable strength and unyielding resistance of elemental earth. Cultists seek the power to destroy the works of civilization with landslides
, sinkholes, or mighty earthquakes, thus demonstrating the true power of elemental earth and the futility of resistance. Earth cultists see mines, quarries, and tiled fields as insults imposed upon the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Cult of the Black Earth The earth cult worships the implacable strength and unyielding resistance of elemental earth. Cultists seek the power to destroy the works of civilization with landslides
, sinkholes, or mighty earthquakes, thus demonstrating the true power of elemental earth and the futility of resistance. Earth cultists see mines, quarries, and tiled fields as insults imposed upon the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
their own use. Within the central caldera, they raised a ritual space for creating dracoliches from dragons drawn to the site knowing they would soon die. Under Severin’s leadership, the caldera and
, but are quarreling and posturing for each other before the battle. In the past, the number of cultists at the Well of Dragons seldom exceeded one hundred. Now, with ultimate victory near at hand, their
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
civilization and nature with volcanic eruptions, forest fires, heat waves, and droughts, creating a wasteland of ash and cinders ruled by fire alone. Eternal Flame cultists believe the world and all its
of fire cultists and consider Eternal Flame believers to be their allies. The Sign of the Eternal Flame. The symbol of the fire cult is reminiscent of a bowl-like brazier with a burning flame. Fire
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
their own use. Within the central caldera, they raised a ritual space for creating dracoliches from dragons drawn to the site knowing they would soon die. Under Severin’s leadership, the caldera and
, but are quarreling and posturing for each other before the battle. In the past, the number of cultists at the Well of Dragons seldom exceeded one hundred. Now, with ultimate victory near at hand, their