These are the rank and file members of a waning cult. Some joined for the excitement and excess, others for the sake of power, and a few the desire to serve something greater. In short order, the psyche of most waning cultists is broken thanks to the constant whispers that comes with exposure to direfly hives. With this madness comes a single-mindedness to serve the will of the cult at all costs.
Waning Cultist
Medium humanoid, lawful evil
Fanatical Will
The waning cultist has advantage on Wisdom and Charisma saving throws.
Actions
Multiattack.
The cultist can make 3 dagger attacks per action.
Dagger.
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3(1d4+1) piercing damage.
Crossbow.
Ranged Weapon Attack: +2 to hit, range 60/120 ft., one target. Hit: 5 (1d8) piercing damage.
Waning Devout
A Waning Devout have adopted a pact with an archfey of the Waning Court and now serve its interests on the material plane. While it enjoys enchanced prestige within a Waning cult it has yet to develop much in the way of arcane power. In most instances, they serve the cult's Waning Scion as lieutenants each jocking to assume leadership if, and when, the scion falls out of grace with their Waning Prince.
Waning Devout
Medium humanoid, lawful evil
Fanatical Will
The waning devout has advantage on Wisdom and Charisma saving throws.
Cantrips (at will): Create Bonfire, Eldritch Blast, Infestation
2nd level (2 slots): Cause Fear, Charm Person, Hex, Misty Step, Witch Bolt
The cultist can make 2 sickle attacks per action. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 4 (1d6+1) slashing damage.
Spellcasting
The waning devout is a 4th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). The waning devout has the following warlock spells prepared:Actions
Multiattack.
Sickle.
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