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Cult LeaderCreature 7


MediumHumanHumanoid
Source Pathfinder NPC Core
Perception +14
Languages Common
Skills Lore +19, Arcana +13, 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; Reflex +15; Will +18;
HP 95
Speed 25 feet

Shortsword One Action +16 (+12, +8) to hit (agile, finesse, magical, versatile s) 1d6+6 Piercing
Fist One Action +15 (+11, +7) to hit (agile, finesse, nonlethal, unarmed) 1d4+6 Bludgeoning

Protect the Master! Reaction (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.

Gather Converts Three Actions (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.


Occult Spontaneous Spells (DC 26, +18 to hit)

Cantrips (4th Level): Daze, Detect Magic, Guidance, Shield, Void Warp
1st Level (4 slots): Bless, Grim Tendrils, Illusory Disguise, Lock, Phantasmal Minion
2nd Level (4 slots): Augury, Calm, Laughing Fit, Stupefy
3rd Level (4 slots): Enthrall, Haste, Mind Reading
4th Level (3 slots): Honeyed Words, Outcast's Curse, Suggestion


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.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Human

A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.