Spellmarked Cultist, Spellmantle

Medium humanoid, any alignment

Armor Class 13 (leather)
Hit Points 22 (4d8 + 4)
Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 13 (+1) 12 (+1) 12 (+1) 12 (+1)

Saving Throws Dex +4, Int +3
Skills Arcana +3, Deception +3, Insight +3, Stealth +4
Senses passive Perception 11
Languages any one language (usually Common)
Challenge 1 (200 XP)
Proficiency Bonus +2

SPECIAL TRAITS

  • Magic Repellent. The cultist must always attempt to resist spells and magical effects, even if they are beneficial, and is never considered a willing target of a spell or magical effect. If it is the target of a beneficial spell or magical effect that has no saving throw, roll a d20. On a roll of 10 or less, the spell or magical effect has no effect on the cultist.
  • Magic Resistance. The cultist has advantage on saving throws against spells and other magical effects.

ACTIONS

  • Multiattack. The cultist makes two Scimitar attacks.
  • Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
  • Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

BONUS ACTIONS

  • Spelldraining. When the cultist hits a creature with a melee attack, it can attempt to drain its magical energy. If the target has spell slots, it must make a DC 12 Charisma saving throw. On a failure, it loses the highest-level unexpended spell slot it has available of 3rd-level or lower and takes an additional 3 (1d6) force damage per level of the slot.

REACTIONS

  • Reflect Spell (1/Day). When the cultist succeeds on a saving throw against a spell that affects only it, or a spell attack targeting only it misses, it turns the spell back on the caster. The spell has no effect on the cultist and instead targets the caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster. If the spell requires concentration, it automatically lasts until the end of the caster’s next turn.

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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