Cult Preacher
A cult preacher works towns that have just suffered a loss, such as a mine closed or a child taken. The sermon is the same every time, and it lands because it names the grievance out loud before anyone else will. By the third month the congregation is doing the collections, by the fifth it is doing the enforcement, and the people who ran the town are attending.
- Physiology
- Humanoid
- Size
- Medium
- Speed
- 30 ft.
- Armor class
- 15
- Hit points
- 123 (19d8 + 38)
- Proficiency
- +3
- STR 12 +1 save +1
- DEX 14 +2 save +2
- CON 14 +2 save +2
- INT 16 +3 save +3
- WIS 18 +4 save +7
- CHA 20 +5 save +8
- Skills
- Deception +8 , Insight +7 , Persuasion +8 , Religion +6
- Passive Perception
- 14
- Languages
- Common, Ebon Liturgy
- Found in
- Rift Breach , Terran (Verdant)
Equipment
Traits
-
Grievance Reading
Knows on sight what a creature has lost and who it blames, and has advantage on Persuasion checks against it.
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Congregation
Allied cultists within 60 feet that can hear him cannot be Frightened and will step in front of an attack aimed at him.
Actions
-
Multiattack
Uses Sermon and makes one staff attack.
-
Iron-Shod Staff
+8 to hit · reach 5 ft.
2d8 + 5 bludgeoning damage
-
Sermon
Each creature within 60 feet that can hear him makes a DC 16 Wisdom save. On a failure it takes 6d8 psychic damage and is Charmed until the end of its next turn.
-
Collection
One Charmed creature within 30 feet gives up all it is carrying and makes a DC 16 Charisma save, gaining one level of the Exhausted condition on a failure.
-
Send Cultists Forward
Four cultists within 60 feet immediately move up to their Speed and make one attack each.