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.