There are many cults across the land worshiping elder things and dark places. Each is different but much the same, zealots following mystics and charlatans with just emough power to be dangerous to themselves and others.
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Cultists fight as individuals and as mobs, swarming their opponents to subdue them for sacrafice.
Individual Mob
AC 7(13) AC 6(14)
HD 2d8 HD 7-12d8+4
Int 11 Int 8
Move 12(30) Move 12(30)
ToHit 18(+2) ToHit 13(+6)
Atx 1x d6 Atx 3-4x d8+3
For every 7 cultists one has spell casting ability: 2 offensive, one defensive, 2 illusion/trapping spells.
Mobs will always have to spell casters.
Random Cult Foci
1. Elder things; add summoning to spell casters, One in three cultist will have mutations that race their HD by 1 and damage to d10+1
2. Cult of Nathis: Usually appear in deep forest worshiping the Mystic Hut and the Forest Spirit Nurren. Cultists will use plant manipulation in combat and spell casters will use plant based magic.
3. Cult of Nung: Grey robed monks whose strikes burn as flames. (Add 2d6 flame damage). Leader is a female 9th level pathway sorcerer, Province of Flame. (Pathways to Power By Wolfgang Baur & Steve Kurtz. Artwork by Wm. Michael Mott. pp. 42–49, Dragon #216)
4. Children of the Blood Queen: Mastery of crystolomancy, they will attempt to subdue and trap opponents in obsidian in order to slowly drain their souls. Spell casters magic cast through and manifests through various crystal forms.
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