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Cult Killer

Medium humanoid (any race), any evil alignment

Armor Class 13 (studded leather armor)

Hit Points 75 (10d8 + 30)

Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 16 (+3) 11 (+0) 14 (+2) 15 (+2)

Saving Throws Con +5, –1 on saving throws against confusion, insanity, and madness

Skills Stealth +5, Survival +4, Yog-Sothothery +4

Senses passive Perception 12

Languages any language

Challenge 4 (1,100 XP)

Special Traits

  • Brute. A melee weapon deals one extra die of its damage when the killer hits with it (included in the attack).
  • Nimble Escape. On each of its turns, the cult killer can use a bonus action to take the Disengage or Hide action.
  • Dark Devotion. The killer has advantage on saving throws against being charmed or frightened.
  • Relentless. If the killer drops to 0 hit points and doesn’t die outright, it must make a Constitution saving throw with a DC of 5 + the damage taken. On a success, the killer drops to 1 hit point instead.
  • Surprise Attack. If the killer surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.

Actions

  • Multiattack. The killer uses its Frightful Presence. It then makes two attacks.
  • Battleaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage, or 14 (2d10 + 3) slashing damage if used with two hands.
  • Angled Entry (Recharges after a short or long rest). The killer teleports to a location it has seen before or has a good description of within 500 feet. It can also choose a destination by naming a distance and a direction. It arrives at the nearest unoccupied space to the location it means to arrive at that is within 5 feet of a sharp angle at least 5 feet across, such as a room corner or a doorway. The angle must be 120 degrees or less and must have a physical form; an image of an angle is insufficient.
  • Frightful Presence. Each creature of the killer’s choice that is within 60 feet of the killer and aware of it must succeed on a DC 12 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to all cult killers’ Frightful Presences for the next 24 hours.

About

A cult killer commits murders inspired by mind-shattering brushes with Mythos forces or in payment for gifts of unnatural power. Killers with a more educated or urban background, especially those touched by the King in Yellow, Hastur, or Nyarlathotep, spend the rest of their time engaged in performance or art in the hopes of gaining more such glimpses. Other killers stalk forlorn places, simply seeking victims that seem like viable sacrifices in terrible rites. The most famous cult killers operate alone, but many serve organized cults.

Section 15: Copyright Notice

Sandy Petersen’s Cthulhu Mythos, © 2018, Petersen Games; Authors: Sandy Petersen, David N. Ross, James Jacobs, Arthur Petersen, Ian Starcher.