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CuLmists Fooled by false prophets, possessed preachers oF worshiping unexplainable bizarre phenomenon, these flocks of demented casts rally under the anner of some ei entity. Giving over their body and soul to their master, they have no sel preservation and spread mayhem and chaos in their wake. The goa of such crowed is usually to allow entry into our world for the dangerous ereature it serves, when the Kling frenzy takes over the crowd cultists start to end ther own lives to breach the wals of planes and dimensions, CuLTIsTs Frenzied Ifthe swarm has half ofits hit points or fewer atthe stat of its turn, roll a d6. On 2 roll of 5 (0F 6, the swarm uses its action to make a melee attack against a randomly determined creature Within its reach there is no creature within its reach, the swarm does nothing this turn. Sacrifice. When the swarm hits a Medium or smaller target with a melee weapon attack, itis grappled (escape DC 13). Until this grapple ends, the target Is restrained, the swarm can automaticaly hit the target with ts melee weapon attacks, The target dies ifreduced to O hitpoints while grappled by the Actions ‘Open the Gate. The swarm reduces itselfto O hit points, summoning afiend or aberration creature of Challenge rating equal tits own of lower. The Creature appears in an unoccupied space within the swarm’s space. The summoned creature disappears When it drops to 0 hit points, FANATICS Religion can be beautiful and welcoming just ast can be ugly and intolerant Fanatics are the worst of the two sides, imposing their vision ofthe world on others. Such tunfortunates flock ike moths to lame, to heat the ‘despairing speeches of lunatic doomeayers, Tey join these zealots in their rants about lost hope, the gull of other faiths and the misuses of magic. Together, these deluded bands of fanatics roam the land a will spreading their gospel of desolation before them. In desperate times, itis a common Sight to see groups of fanatical madmen brandishing torches and religious icons, as they travel from village to village to preach ther nightmarish vision of ruin and punish the ‘enemies oftheir faith, ny FANATICS ‘Bad Omens Ifthe swarm has half of ts hit points or fewer atthe start ofits turn roll ad6, On aroll of 5 or 6, the swarm has a speed of O and has disadvantage on ality checks and attack ols ut the start ofits next turn, Bum the Heretics. While insie the swarm’s space, any creature that tries to casta spell must avoid the ‘wrath ofthe fanatics, The creature can choose nother action, but fit tres to cast the spel, it must make a DC 15 Dexterity saving throw. Ona failed save, it takes 146 fire damage per level ofthe spell, and the spell has no effect and is wasted Purified by Fire. When the swarm hits with any ‘weapon, the target is a creature or a flammable object, ignites. Until a creature takes an action to Gouse the fie, the target takes 5 (1410) fire damage a the start ofeach ofits turns.

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