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Warpwolf16
2010-07-04, 04:11 PM
I plan on running a heavy abberation campaign soon and it deals mostly with the far realm. The biggest threats are cults dedicated to abberations and far realm entities. So I need some help here.

The first arc of the campaign is hunting down cults and working up higher. I need help with making a biasic idea for the cults. Highest priest could be a mix of alienist, sorcerer, and cleric. Or just make a pure cleric dedicated to a abberant god.

Any idea's anyone? Im open to any suggestions. The cult is should be between CR1-3.

mabriss lethe
2010-07-04, 04:15 PM
Refluffed bards make excellent lovecraftian cultists. (creepy chanting, obscure knowledge, magic and an aptitude for pointy bits.) give them some Aberrant blood feats if you really want to give them That Ol' Innsmouth Charm.

FMArthur
2010-07-04, 04:54 PM
Monster Manual V has the Mind Flayers of Thoon, which are mind flayers who came back from the Far Realm warshipping a strange deity called Thoon. In that section are creepy constructs, alternate illithids, and humanoid thralls and infiltrators to sow evil seeds among the good races. All at nicely scaling CRs. It's exactly perfect for what you need and should provide you with between 1/4 to 1/2 of your encounters alone.

Hallavast
2010-07-04, 05:24 PM
Here's some NPC Stat blocks for some generic cultists, I guess. Make sure to give these guys some scrolls and potions.

Acolytes:
Lvl 2 Human Adepts
HP: 2d6+5
Initiative: +0
AC: 10
Attacks: Dagger +0 (1d4)
Grapple: +0
Saves: Fort: +1, Refl: +0, Will: +4
Str: 8 Dex: 10 Con: 12 Int: 11 Wis: 13 Cha: 9
Skills: Spellcraft: +5 Concentration +6 Knowledge (Dungeoneering): +5
Feats: Spell focus (necromancy), Scribe Scroll
Spells: Lvl 0- Cure Minor Wounds, Detect Magic, Touch of Fatigue DC:12; Lvl 1- Cause Fear DC:13, Bless
Toad Familiar
CR: 1

Thugs:
Lvl 3 Human Warriors
HP: 3d8+3
Initiative: +4
AC: 14 (+4 scale mail)
Attacks: Masterwork Heavy Flail +6 (1d10+1),
Grapple: +4
Saves: Fort: +4, Refl: +1, Will: +0
Str: 13 Dex:10 Con:12 Int:11 Wis:8 Cha:9
Skills: Intimidate: +5, Handle Animal: +5, Spot: +3, Listen:+2
Feats: Weapon Focus: Heavy Flail, Improved initiative, Alertness
CR: 2

Priests:
Lvl 4 Human Adepts
HP: 4d6+7
Initiative: +0
AC: 14 (+4 Chain Shirt)
Attacks: Dagger +1 (1d4), or Masterwork Light crossbow +3 (1d8)
Grapple: +1
Saves: Fort: +2, Refl: +1, Will: +6
Str: 8 Dex:10 Con:12 Int:11 Wis: 14 Cha:9
Skills: Spellcraft:+7 Concentration:+8 Knowledge (Dungeoneering):+7
Feats: Spell Focus: Necromancy, Scribe Scroll, Light armor Proficiency
Spells: Lvl 0- Cure Minor wounds, Touch of Fatigue DC:13, Detect magic; Lvl 1- Cause Fear DC:14, Bless, Protection; Lvl 2- Scortching Ray
Toad Familiar
CR: 3

Leader:
Lvl 4 Human Cleric
HP: 4d8+4
Initiative: +4
AC: 18 (+8 full plate)
Attacks: +1 Morning Star +6 (1d8+4)
Grapple: +5
Saves: Fort: +5 Refl: +1 Will:+6
Str:14 Dex:10 Con:12 Int:10 Wis:16 Cha:8
Skills: Spellcraft +7, Concentration+8, Knowledge (Dungeoneering):+7
Feats: Extra turning, Improved Initiative, Power Attack
Spells: Lvl 0- Guidance(x2), Cure Minor Wounds(x2), Detect Magic; Lvl 1- Divine Favor, Bane DC:14, Sanctuary DC:14, Cause Fear DC:14 Domain: Lesser Confusion DC:14 ; Lvl 2- Cure Moderate Wounds, Aid, Domain: Detect thoughts DC:15;
Domains: Madness, Mind
Rebuke Undead
CR: 4

Volthawk
2010-07-04, 05:37 PM
Xenotheurgy (http://www.giantitp.com/forums/showthread.php?t=122103)?

Warpwolf16
2010-07-04, 06:01 PM
@Hallavast:
I thank you for those generic cultist! And that will be useful for the encounter I have in mind! @w@

@FMArthur:
I love the Mind Flayer's Thoon but they're up in the high power range arent they? I plan on using them as larger cult leader's and the main monsterous enemy who lives on the blue moon. And the other creatures of Thoon are nice to use!

@mabriss lethe:
Good idea! I can actually work with that idea with the Aboleth cult!

@Volthawk:
Thats..worth looking into