Culti e Doni Soprannaturali
Culti e doni soprannaturali per i DM
Abominable Form
EdEThe cultist revels in the ruination of its flesh, drawing power from its disturbing deformities.
Deformity: Mutilated Flesh
In order to obtain this vile feat, the cultist flayed, burned, or otherwise mutilated its flesh, turning them into a grotesque shadow of their former self. At least one of their body parts (such as a limb or their face) have been mutilated in this way; this mutilation can only be undone by heal or another disease-curing spell of 6th level or higher.
Disgusting Visage
Creatures that can see the cultist have disadvantage on saving throws against being frightened. Additionally, once per turn when the cultist hits a creature with a melee attack, they can force the target to make a DC 15 Wisdom saving throw. On a failed save, the target is frightened of the cultist until the end of the cultist's next turn.
Unsightly Figure
The cultist gains proficiency in the Intimidation skill, and its proficiency bonus is doubled for any ability check made using the Intimidation skill.
Academy Necromica
LMThe Academy Necromica was founded nearly one hundred and fifty years ago by the necromancer Xilian, who sought to establish a place where like-minded individuals could come together and share the secrets of the dark arts. Over the next two decades, Master Xilian slowly built up the organization, hand-picking members from those who respected (or worshiped) the power of death and undeath. Soon she had a cadre of necromancers, evil priests, and professional killers.
But the Academy was infiltrated by a paladin named Rion, who used his knowledge of the group's inner workings to organize an assault by those who opposed them. Most of the Necromicans (as the Academy's members call themselves) were destroyed, and Xilian herself was on death's door when loyal minions spirited her away.
From the ashes of the Academy's worst failure came its first great success. Unable to repair Master Xilian's horribly broken body, the necromancers instead performed an unspeakable process upon her, turning her into a lich. With a newfound lease on unlife, Xilian swore vengeance upon her enemies. She knew that patience was her ally, and over the next century, quietly built up a secret but powerful organization dedicated to death and evil. Now, the time to strike approaches near, yet she hesitates, fearing the possibility of another setback.
Today, the Academy Necromica prides itself on its strict dedication to evil above petty politics, and thus remains basically neutral evil. Individual members may vary from this ideal, but the Academy itself rarely strays into either lawful or chaotic methods. Symbolic of this ideal is Xilian, the Master of the Academy and a powerful necromancer in her own right. As the organization's founder and most powerful member, Xilian is possessed of a patience born of more than a century of unlife. She does not take unnecessary risks, though she also knows the value of personal involvement in times of crisis. She spends most of her time teaching the students of the Academy, as well as crafting long-range plans for the organization's future.
As one might expect, the Academy welcomes both the living and the dead, and it numbers a few undead (vampires, specters, and the like) among its membership. To join, one must only demonstrate an appreciation for the arts of death, whether that appreciation is scholarly or more... hands-on.
In Your Campaign
Unless you run an evil-oriented campaign, the Academy Necromica probably works best as an adversary for your party. The characters might come across rumors of a ring of graverobbers or bodysnatchers, which in turn could lead them to discover the Academy's more vile activities. Alternatively, the Academy might target one of the party members as a likely candidate for vampirism or similar undead transformation, hoping that experiencing death will make the character friendlier to their aims. Or maybe one or more characters are aligned with the forces that brought Xilian and her Academy down the first time. If you have a non-good necromancer in the party, the Academy might even attempt recruitment, but only after confirming the character's disposition towards undeath.
It's probably best not to pit the character directly against the Academy at lower levels. The higher-ranking members (such as Xilian or Uther Kyush, described below) could certainly defeat a low-level party of adventurers singlehandedly, and neither would hesitate to eliminate a serious threat to the organization.
Necromantic Boons
Members of the Academy Necromica learn various methods and techniques that allow them to enhance their magic and their ability to deal necrotic damage.
Grave Magic
When the cultist casts a spell that deals damage, it can change the spell's damage type to necrotic.
Potent Necromancy
Whenever the cultist deals necrotic damage, it can reroll the damage dice and use either total.
Sample Member
After Master Xilian, the most respected member of the Academy is Uther Kyush, who oversees all targeted slayings, illicit information gathering, and other criminal activities of the Academy. Most Necromicans value Kyush's personal involvement in the day-to-day workings of the Academy, seeing him as much more in touch with the rank-and-file membership than Xilian. Kyush employs two squads of spies and cutthroats, each comprised of two spy and five thugs that are led by one veteran. Kyush is rarely separated from his bodyguard/lover Ronica, a LE female human necromancer.
Apostate
EdEThe cultist's hatred of the gods cloaks it with potent resistance against their works.
Divine Resilience
When the cultist makes a saving throw to resist the effects of a spell cast by a cleric, paladin, druid, ranger, celestial, or some other divine source, it can add its proficiency bonus to the saving throw if it isn't proficient in the save.
Inquisition Defier
The cultist is immune to effects that allows other creatures to read its thoughts, determine whether it is lying, or know its alignment. Additionally, the cultist can't be targeted by any divination magic or perceived through magical scrying sensors.
Atropus the World Born Dead
EdEWhile most of Atropus's heralds are undead who seek to destroy the living, there are some mortals who are wretched enough to give the World Born Dead their undying service. Cultists of Atropus typically act in isolation to advance their master's goals, but cabals of undead or those that associate with undead can also act in Atropus's name, such as the cult headed by the foul ur-priest Caira Xasten.
Cultists of Atropus often uncover necromantic secrets on their own, but may also be granted powers by the World Born Dead as its arrival draws near. Rank-and-file cultists typically obtain the Gaze of Corruption action option, and cult leaders obtain the Anti-Heal trait through the mastery of negative energy manipulation.
Gaze of Corruption {@recharge 6}
The cultist targets one creature it can see within 30 feet of it. The target must succeed on a DC 15 Constitution saving throw or take 16 (3d10) necrotic damage and be poisoned for 1 minute. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Anti-Heal
The cultist can activate or deactivate this feature as a bonus action. While active, creatures within 30 feet of the cultist can't magically regain hit points. A creature that were to magically regain hit points must instead make a DC 15 Constitution saving throw. On a failed save, the creature takes necrotic damage equal to the hit points it would have regained.
Blood Scion Heresy
LMThe Blood Scion Heresy is one of a handful of so-called blood cults dedicated to the worship of vampire lords. Cult members willingly become thralls to these vampire lords.
The Blood Scion Heresy was founded on the principle that blood is a holy sacrament, and through its consumption the righteous will be blessed with eternal life. Particularly fervent worshipers have been known to sacrifice themselves in an unholy ritual that results in their transformation into blood amniotes.
A cult cell attempts to limit its membership to twenty-five members in any given city. If the cell were to grow larger, the presence of so many vampires could be difficult to conceal. At the top is a high preceptor, one of many vampire lords that hold positions of responsibility within the Blood Scion Heresy. Espousing secrecy above all, these preceptors enforce strict rules that dictate when and where the thralls can feed, so that hunting does not attract undue attention. They also preach the tenets of the cult and are charged with recruiting new members into the organization.
The cult has no true leader, but the Masked One is seen as the organization's ultimate authority. Beyond the Masked One and his high preceptors, the Blood Scion Heresy has no hierarchy and is a disorganized amalgamation of landed lords and petty nobles jockeying for positions of favor within the society.
Necromantic Boons
Through forbidden knowledge, vampiric corruption, and unholy worship, members of the Heresy use blood magic to steal and weaken the life force of living creatures while simultaneously invigorating their own.
Blood Call (Reaction)
When a creature within 20 feet of the cultist takes necrotic damage, the cultist regains a number of hit points equal to its Constitution modifier plus its Challenge Rating. Any excess healing is gained as temporary hit points.
Blood Storm (Bonus Action; Recharge {@dice d6|5-6})
The cultist unleashes a storm of blood in an aura around it out to a radius of 20 feet. The storm lasts until the end of its next turn and lightly obscures the area. Until the end of the cultist's next turn, the cultist and each undead in the area have advantage on all saving throws, and every other creature in the area has disadvantage on all saving throws.
Sample Member
A bitter, nihilistic creature, Godfrey is a good example of the average high preceptor. Having been flushed out of his urban den by an order of paladins, Godfrey wandered aimlessly until he was taken in by the Blood Scion Heresy. He now controls a small cell of ten cultists, and is currently making plans to destroy the holy order that once wronged him. Godfrey prefers to use enchantment and illusion magic in combat, and finds great pleasure in forcing even the most righteous and noble of enemies to fight each other.
Chosen of Evil
EdEThe cultist's naked devotion to wickedness causes dark powers to take an interest in its success and well-being.
Commander of Evil
The cultist can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of the cultist makes an attack roll or a saving throw (no reaction required). The creature can add a d4 to its roll provided it can hear and understand the cultist. This trait doesn't function while the cultist is incapacitated.
Unholy Protection
The cultist can use its reaction to halve the damage that it takes from an attack, spell, or other effect.
Church of Starborn
BloodInTheCompanyThe Church of Starborn are located primarily in the Eastern City State region, and feature the Eternal Queen more prominently in their legends. They maintain that the Eternal Queen not only exists as a sort of primal entity, but serves to manage and organise the flow of time and magic directly. To them, the events that transpire all occur due to the Queen's all-encompassing plans, and the other gods are pawns that are directed by this design.
The Church of Starborn also alludes to a separate creation myth where the inhabitants of Gol originate from the stars, hence the name of the church. Whilst many consider this creation myth to be hogwash, the Church has grown significantly in recent years despite its comparative youth.
Cult of Asmodeus
MTFAsmodeus demands the loyalty of all cultists who gain power and leadership in the cults of the Nine. His cult subsumes all the others.
Any NPC who leads a diabolical cult must acknowledge the power of Asmodeus. In return, the most worthy of those leaders gain the Demands of Nessus trait.
Demands of Nessus
At the start of each of this creature's turns, this creature can choose one ally it can see within 30 feet of it. The chosen ally loses 10 hit points, and this creature regains the same number of hit points. If the creature is incapacitated, it makes no choice; instead, the closest ally within 30 feet is the chosen ally.
Cult of Atropus, the World Born Dead
MTFGaze of Corruption {@recharge}
The cultist targets one creature it can see within 30 feet of it. The target must succeed on a DC 15 Constitution saving throw or take 16 (3d10) necrotic damage and be poisoned for 1 minute. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Cult of Baalzebul
MTFBaalzebul typically recruits individuals rather than cults. He offers hope to those whose failures drive them to seek redemption.
He grants a boon, the Path of Baalzebul trait, that allows a favored cultist to look good in the aftermath of an ally's failure.
Path of Baalzebul
As a bonus action on its turn, this creature can choose one ally it can see within 30 feet of it. Until the start of this creature's next turn, it gains advantage on all ability checks and attack rolls, while the chosen ally suffers disadvantage on all ability checks, attack rolls, and saving throws.
Cult of Baphomet
MPMMBaphomet grants his cultists special abilities. All his devotees gain the Labyrinthine Recall trait below. He grants his rank-and-file followers the Unerring Tracker trait, and cult leaders gain the Incite the Hunters trait.
Labyrinthine Recall
This creature can perfectly recall any path it has traveled.
Unerring Tracker
As a bonus action, this creature magically creates a psychic link with one creature it can see. For the next hour, as a bonus action this creature learns the current distance and direction to the target if it is on the same plane of existence. The link ends if this creature is incapacitated or if it uses this ability on a different target.
Incite the Hunters (Recharges after a Short or Long Rest)
As an action, this creature allows each ally within 30 feet of it that has the Unerring Tracker trait to make one weapon attack as a reaction against the target of that ally's Unerring Tracker.
Cult of Belzenlok
PSDBelzenlok's Cultists
Cabalists are uniformly fanatical, tormented into zealotry by pain, greed, and the distinctive power of their dementia magic. From the Cabal's beginning, spellcasters known as dementists have manipulated the very stuff of nightmares, reshaping reality and creating items and creatures from the parallel realm of "dementia space." Though it has been greatly changed by centuries of hardship, dementia magic remains a powerful asset of the Cabal, and cabalists value prowess with such magic above everything except the favor of Belzenlok.
Cultists, Initiates, and Priests
Most members of the Cabal serve it in a religious capacity. Cells of Cabal cultists are found throughout the world, worshiping Belzenlok in secret. Once inducted into the Cabal more formally, cultists shave their heads and become initiates, assisting priests in their dark rites. As Cabal priests rise through the ranks, they dress more ornately, often wearing headgear or high collars that set them apart from initiates. Most Cabal clerics are dementists, and carry with them implements of sacrifice and veneration. But a few are more martial in nature, wielding heavy blades and viewing combat as the most active form of sacrifice to Belzenlok.
Grimnants
Cabal knights are all members of an order called the Grimnant. The armor they wear has been melted down from scavenged or stolen pieces and forged anew, painted in a black lacquer and with its edges honed. Often, the armor is molded to mirror aspects of the demon Belzenlok, a form of idol worship that Grimnant knights believe gains them power and favor.
Grimnants are brutal combatants who arrive after the Cabal's infiltration has weakened a target. Most have some minor knowledge of dementia magic or carry trinkets that give them the ability to wield dark magic in battle, but they're not generally known as spellcasters. Appearing stoic from afar, most Grimnant knights experience a bloodlust in battle and enjoy going in close for the kill.
Infiltrators and Assassins
In its cells throughout the world, the Cabal has need for more than prayer. Whether striking from the shadows or venturing out in full regalia to spread open terror, Belzenlok's infiltrators and assassins emphasize what many fear: that the Cabal is already everywhere.
Belzenlok's cultists can gain the Demonic Vigor trait. Favored cultists or cult leaders can also have the Unholy Tether trait.
Demonic Vigor (1/day)
As a bonus action, or as a reaction when this creature would drop to 0 hit points, it regains 1 hit point and gains temporary hit points equal to its Constitution modifier plus its maximum number of Hit Dice.
Unholy Tether
As a reaction when an ally of this creature within 30 feet of it dies, this creature regains hit points equal to twice the dead creature's Constitution modifier.
Cult of Borem, of the Lake of Boiling Mud
MTFBorem's Embrace (1/Day)
The cultist touches one creature within 5 feet of it. The target must succeed on a DC 15 Dexterity saving throw or be coated in sticky, steaming mud. While it is coated in this way, the target's speed is halved, it can't use reactions, and it takes 10 (3d6) fire damage at the start of each of its turns. The effect lasts for 1 minute, until the cultist is incapacitated or dies, or until the target is immersed in water.
Cult of Demogorgon
MPMMDemogorgon's followers are typically lone killers driven by the whispering voice of their master. His most blessed followers gain the Two Minds of Chaos trait.
Two Minds of Chaos
This creature has advantage on all Intelligence, Wisdom, and Charisma saving throws.
Cult of Dispater
MTFDispater trades in secrets, offering them in return for a creature's soul. His cults typically trade secrets to devils in return for other information. They often hatch conspiracies aimed at toppling and replacing governments or religious orders.
Renegade mind flayers sometimes strike pacts with Dispater in search of the secrets needed to forever escape an Elder Brain's domination.
Cultists can gain the Infernal Insight trait. Cult leaders might also have the Vexing Escape trait.
Infernal Insight (Recharges after a Short or Long Rest)
As a bonus action, this creature gains advantage on all ability checks and attack rolls it makes until the end of the current turn.
Vexing Escape (1/Day)
As a reaction when this creature takes damage, it reduces that damage to 0 and teleports up to 60 feet to an unoccupied space it can see.
Cult of Fierna
MTFFierna is a master manipulator. Mortals who desire success in love or who seek to become beloved leaders at the head of a band of fanatics are drawn to striking bargains with her.
Her cultists can gain the Infernal Loyalty trait. Cult leaders can also gain the Loyalty beyond Death trait.
Infernal Loyalty
This creature has advantage on saving throws while it can see a creature within 30 feet of it that has the Loyalty beyond Death trait.
Loyalty beyond Death (Recharges after a Short or Long Rest)
As a reaction when an ally this creature can see is reduced to 0 hit points, that ally is instead reduced to 1 hit point and gains temporary hit points equal to this creature's Charisma score + half its number of Hit Dice.
Cult of Fraz-Urb'luu
MPMMFraz-Urb'luu grants his cultists the Liar's Eye trait.
Liar's Eye
This creature has advantage on Wisdom (Insight or Perception) checks.
As a bonus action, the creature detects the location of all illusions and hidden creatures within 15 feet of it.
Cult of Geryon
MPMMGeryon grants his cultists special abilities. Members of his cult can gain the Crushing Blow trait. Cult leaders can also gain the Indomitable Strength trait.
Crushing Blow (Recharges after a Short or Long Rest)
As a bonus action, the creature gains a bonus to the damage roll of its next melee weapon attack roll that hits within the next minute. The bonus equals its Strength modifier (minimum of +1).
Indomitable Strength {@recharge 5}
As a reaction when this creature takes damage, it can roll a d10 and subtract the number rolled from the damage.
Cult of Geryon
MTFDespite being deposed, Geryon still has the ability to strike bargains. He deals especially with those who seek brute strength. Any warlike monster-such as orcs, ogres, and trolls-can be lured into Geryon's cult.
His cultists typically form fighting companies and bandit gangs, proving their strength by defeating others in battle and taking what they want as loot.
Members of the cult can gain the Crushing Blow trait. Cult leaders can also gain the Indomitable Strength trait.
Crushing Blow (Recharges after a Short or Long Rest)
As a bonus action, the creature gains a bonus to the damage roll of its next melee weapon attack that hits within the next minute. The bonus equals its Strength modifier (minimum of +1).
Indomitable Strength {@recharge 5}
As a reaction when this creature takes damage, it can roll a d10 and subtract the number rolled from the damage.
Cult of Glasya
MTFAs an expert in finding loopholes and exploiting the law for her own good, Glasya is a patron of thieves and other criminals, especially corrupt nobles. Her influence is supposed to strengthen family bonds, but she has taken a liberal interpretation of that and offers gifts that can be turned against family members.
Goblins who risk insurrection against their hobgoblin masters make pacts with Glasya, as do kenku who form criminal gangs.
Glasya grants the Step into Shadows trait. Cult leaders can also gain the Infernal Ring Leader trait.
Step into Shadows (Recharges after a Short or Long Rest)
As an action, this creature, along with anything it is wearing and carrying, magically becomes invisible until the end of its next turn.
Infernal Ring Leader
As a reaction when this creature is hit by an attack, it can choose one ally it can see within 5 feet of it and cause that ally to be hit by that attack instead.
Cult of Graz'zt
MPMMGraz'zt grants his cultists special abilities. His cultists can gain the Joy from Pain trait, while his cult leaders can gain the Master of Pleasures trait.
Joy from Pain
Whenever this creature suffers a critical hit, it can make one melee weapon attack as a reaction.
Master of Pleasures
As a reaction when this creature takes damage, it can magically grant 5 temporary hit points to itself and up to three allies within 30 feet of it.
Cult of Haask, the Voice of Hargut
MTFHaask's Presence (1/Day)
The cultist transforms into a Tiny, slug-like being and teleports onto the shoulder of a Humanoid that it can see within 30 feet of it. The targeted Humanoid must succeed on a DC 15 Charisma saving throw or be charmed by the cultist. While the target is charmed, the cultist has control of it on the target's next turn. At the end of that turn, the cultist teleports to an unoccupied space it can see within 30 feet of it and returns to its normal form. The cultist can't be targeted directly by any attack or other effect while it's in the slug-like form, but it is subject to areas of effect as normal.
Cult of Juiblex
MPMMThe Faceless Lord grants its cultists special abilities. Lesser followers can gain the Liquid Movement trait. The most dedicated devotees of ooze can also gain the Slimy Organs trait.
Liquid Movement
As an action, this creature can move up to 20 feet through spaces no more than an inch in diameter. It must end this movement in a space that can accommodate its full size. Otherwise, it takes 5 force damage and returns to the space where it began this movement.
Slimy Organs
This creature has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
Whenever this creature suffers a critical hit or is reduced to 0 hit points, it sprays acid; each creature within 5 feet of it takes acid damage equal to its number of Hit Dice.
Cult of Levistus
MTFLevistus has no cult in the traditional sense. Instead, he offers favors to those who are desperate to escape a seemingly inevitable fate.
Drow are sometimes worshipers of Levistus, as their cruel society often pushes them into situations they feel they can't escape.
Levistus usually grants those who pledge their souls to him a single chance to escape from danger, but some cunning folk strike a deal with Levistus, pledging their souls to him in return for escape at a future date. This boon takes the form of the Path of Levistus trait.
Path of Levistus
This creature magically teleports to a location of Levistus's choice within 1 mile of its location. Using this ability also restores all of the creature's hit points. This ability can be invoked as an action by the creature or when the creature would die. Once the creature uses it, the creature can't use it again.