Cult Leader
Creature 7 — human, humanoid
LANDhumanoidoccultvoid
A career of mystical accomplishments combined with a lifetime of subterfuge and intimidation has elevated this occultist to a powerful position. Hidden secrets and occult powers have an irresistible lure for many. Since the majority of these NPCs are spellcasters, consider using alternative spell lists to adjust their themes.
Source: pathfinder-npc-core
Perception +14
Languages common
Skills arcana +13, Cult Lore (applies to the leader's own cult) +19, deception +16, diplomacy +14, intimidation +16, occultism +17, society +13
Str
+0
Dex
+4
Con
+1
Int
+4
Wis
+3
Cha
+5
Items Shortsword, Ceremonial Robes, Indecipherable Book of Sigils (Spellbook)
AC 23
Fort +12
Ref +15
Will +18
HP 95
Speed 25 feet
Offense
Melee Shortsword (agile, finesse, magical, versatile-s) +16, Damage 1d6+6 piercing plus 2d8 void
Melee Fist (agile, finesse, nonlethal, unarmed) +15, Damage 1d4+6 bludgeoning
Abilities
Protect the Master! (auditory, concentrate, emotion, linguistic, mental, move) —
Gather Converts (auditory, concentrate, emotion, linguistic, mental) — With a short emotional phrase, the cult leader tries to sway the public to do their bidding. The cult leader tries to convince up to four bystanders in a crowd to cause a commotion, turn against a person or group, leave the area, protect the cult leader, or calm down. The cult leader attempts a single Deception check against the highest Perception DC among the targets.
Critical Success The targets believe the lie and act as directed for 1 minute. Additionally, one bystander remains by the cult leader's side, influenced enough to join the cult. All other targets become wise to the cult leader after 1 minute, at which point their attitude toward the leader worsens by one step.
Success As a critical success, but no bystander joins the cult permanently.
Critical Failure The crowd is unmoved and unamused, and their attitude toward the cult leader worsens by one step.
Critical Success The targets believe the lie and act as directed for 1 minute. Additionally, one bystander remains by the cult leader's side, influenced enough to join the cult. All other targets become wise to the cult leader after 1 minute, at which point their attitude toward the leader worsens by one step.
Success As a critical success, but no bystander joins the cult permanently.
Critical Failure The crowd is unmoved and unamused, and their attitude toward the cult leader worsens by one step.
Occult Spontaneous Spells DC 26, attack +18
4th Honeyed Words, Outcast's Curse, Suggestion
3rd Enthrall, Haste, Mind Reading
2nd Augury, Calm, Laughing Fit, Stupefy
1st Bless, Grim Tendrils, Illusory Disguise, Lock, Phantasmal Minion
Cantrips (4th) Daze, Detect Magic, Guidance, Shield, Void Warp
WORKS WELL WITH
CrasherLANDA heavy melee bruiser draws the front line so this caster can support with occult spells and void-infused Strikes from just behind.
MenderLANDA healer sustains the protected ally this creature's bodyguard reaction is built to shield, extending the encounter's staying power.
SniperLANDA ranged attacker can pick off targets left distracted after the crowd-manipulation ability turns bystanders against them.
PUNISHES
✖ low Will✖ focus fire on allies✖ clumping
Stacking multiple bodyguard-reaction supports is redundant since only one can intercept an attack on the protected ally at a time.
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Cult Leader in the encounter builder — free, no install.
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