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Cult Leader

CREATURE 7

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.


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

AC 23; Fort +12, Ref +15, Will +18
HP 95
Protect the Master! (auditory, concentrate, emotion, linguistic, mental, move)
Trigger The cult leader is targeted with an attack, and a lower-ranking cultist is adjacent to them

Effect The cult leader orders their cultist to leap in front of the attack. The cultist and cult leader swap places, and the cultist becomes the target of the attack. If the cultist has Fanatical Frenzy or a similar ability, they can activate it as a reaction if they take damage from the triggering attack.

Speed 25 feet
Melee Shortsword +16 (agile, finesse, magical, versatile s), Damage 1d6+6 piercing plus 2d8 void
Melee Fist +15 (agile, finesse, nonlethal, unarmed), Damage 1d4+6 bludgeoning
Occult Spontaneous Spells DC 26, attack +18; 4th (3 slots) Honeyed Words, Outcast's Curse, Suggestion; 3rd (4 slots) Enthrall, Haste, Mind Reading, Grim Tendrils; 2nd (4 slots) Augury, Calm, Laughing Fit, Stupefy; 1st (4 slots) Bless, Illusory Disguise, Lock, Phantasmal Minion; Cantrips (4th) Daze, Detect Magic, Guidance, Shield, Void Warp
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.

Pathfinder NPC CoreORC