Spellmarked Cultist, Omen

Medium humanoid, any alignment

Armor Class 16 (breastplate)
Hit Points 32 (5d8 + 10)
Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 10 (+0) 14 (+2) 12 (+1)

Skills Arcana +2, Deception +3, Insight +4, Stealth +4
Senses passive Perception 12
Languages any one language (usually Common)
Challenge 2 (450 XP)
Proficiency Bonus +2

SPECIAL TRAITS

  • Inevitable Doom. When a friendly creature within 30 feet of the cultist is reduced to 0 hit points, the cultist becomes staggered until the end of its next turn. While staggered, the cultist can’t take reactions, and it must choose whether it gets an action, a bonus action, or a move on its turn; it gets only one of the three.
  • Limited Foresight. The cultist can’t be surprised and has an extra +2 bonus to initiative rolls.

ACTIONS

  • Multiattack. The cultist makes two Flail attacks.
  • Flail. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.
  • Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

BONUS ACTIONS

  • Spellwarped Bolt (3 Uses). The cultist loads its crossbow with a spellwarped bolt. If its next Light Crossbow attack hits a creature, the target also suffers a random magical effect (roll a d4):
    1. The bolt emits dazzling colors. The target must succeed on a DC 12 Constitution saving throw or be blinded until the end of the cultist’s next turn.
    2. The bolt hits with concussive force. The target must succeed on a DC 12 Strength saving throw or be pushed back 10 feet and knocked prone.
    3. The bolt repositions the target. The target must succeed on a DC 12 Charisma saving throw or magically teleport, swapping places with the cultist.
    4. The bolt outlines the target in harmless flames. The target must succeed on a DC 12 Dexterity saving throw or attack rolls against it have advantage if the attacker can see it, until the end of the cultist’s next turn.

REACTIONS

  • Alter Fate (1/Day). After the cultist or a creature it can see within 30 feet of it makes an attack roll, ability check, or saving throw, the cultist forces the creature to reroll. The target must use the result of the second roll.

ABOUT

When a creature comes into contact with a patch of raw magic or is exposed to naked spellfire, it may be imbued with a magical spellmark. Though often a mixed blessing, some individuals actively seek out spellmarks and may even form into small cults.

Most spellmarked cultists are driven by a selfish desire to wield magic and, without the necessary innate talent or self-discipline required to learn it on their own, opted to tamper with raw magic instead.

Some cultists take things a step further, fervently believing that magical powers should be bestowed upon everyone. These cultists are the most dangerous, as they actively work to imbue others with spellmarks a process that is often fatal for the subject.

Section 15: Copyright Notice

Milando's Guide to Magical Marvels. Copyright 2022. Eventyr Games.

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