Those who indulge in dark mysteries and commune with powers from fell realms beyond the veil of reality find themselves shunned by fearful folk and branded heretics. Although not all who call upon the powers of the planes are evil, the subversive call and tempting offers of immortal fiends prove overwhelming to many heretics, corrupting even the best intentions to foulness. Often, such corruption takes the form of perverse, fiend worshiping religion binding together nefarious sorts into secretive cults.

Cultist CR 2

XP 600

Human cleric 3

NE Medium humanoid

Init +1; Senses Perception +3


AC 18, touch 11, flat-footed 17 (+6 armor, +1 Dex, +1 shield)

hp 16 (3d8+3)

Fort +4, Ref +2, Will +5


Speed 20 ft.

Melee mwk sickle +3 (1d6)

Ranged dart +3 (1d4)

Special Attacks channel negative energy 6/day (DC 14, 2d6)

Domain Spell-Like Abilities (CL 3rd; concentration +5)

6/day—rebuke death (1d4+1), touch of evil (1 round)

Cleric Spells Prepared (CL 3rd; concentration +5)

2nd—cure moderate woundsD, death knell (DC 14), hold person (DC 14)

1st—bane (DC13), cause fear (DC 13), cure light woundsD, doom (DC 13)

0 (at will)—bleed (DC 12), guidance, light, resistance

D domain spell; Domains Evil, Healing


Str 10, Dex 13, Con 12, Int 8, Wis 15, Cha 16

Base Atk +2; CMB +2; CMD 13

Feats Alignment Channel, Combat Casting, Selective Channeling

Skills Knowledge (planes) +4, Knowledge (religion) +4, Linguistics +4, Perception +3, Sense Motive +6, Spellcraft +3

Languages Abyssal, Common, Infernal

Combat Gear bloodroot poison (1 dose), vials of unholy water (2); Other Gear chainmail, light steel shield, darts (4), masterwork sickle, silver unholy symbol

Boon A cultist can hide the PCs or others they designate within a secret cult sanctuary for up to 3 days. They could also plant false evidence implicating an NPC as a cult member.

Cultists are members of secret societies, meeting hooded and masked in dark masses and unspeakable, blasphemous rites. They gather the lay cult members and lead them in their maledictions, channeling for them the shadowed powers of the nether planes.

Cultists can be found leading small cult cells or congregations of a half-dozen farmers, shipmates, bloodthirsty cannibals, or even misguided acolytes (CR 5). A pair of cultists might lead a larger cult of nine doomsayers or initiates (CR 8).

Cultists might also serve as disciples of more powerful spellcasters. A pair of cultists can be acolytes of an evil medium (CR 6), three cultists might be apprenticed to a shaman (CR 7), four could follow a conjurist (CR 8), or up to a dozen cultists might follow a cult leader (CR 12).

Conjurist CR 6

XP 2,400

Human conjurer 7

N Medium humanoid

Init +5; Senses Perception +5


AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)

hp 45 (7d6+21)

Fort +5, Ref +4, Will +6


Speed 30 ft.

Melee cold iron or alchemical silver dagger +2 (1d4–1/19–20)

Ranged cold iron or alchemical silver dagger +4 (1d4–1/19–20)

Arcane Spell-Like Abilities (CL 7th; concentration +12)

8/day—acid dart (1d6+3 acid)

Wizard Spells Prepared (CL 7th; concentration +12)

4th—dimension door, summon monster IV

3rd—haste, stinking cloud (DC 18), summon monster III

2nd—glitterdust (DC 17), invisibility, minor image (DC 17), summon monster II

1st—grease (DC 16), mage armor, magic missile (2), protection from good, summon monster I

0 (at will)—detect magic, ghost sound (DC 15), mage hand, ray of frost

Prohibited Schools enchantment, necromancy


Str 8, Dex 13, Con 14, Int 20, Wis 10, Cha 12

Base Atk +3; CMB +2; CMD 17

Feats Augment Summoning, Craft Wondrous Item, Defensive Combat Training, Improved Familiar, Improved Initiative, Scribe Scroll, Spell Focus (conjuration)

Skills Appraise +10, Craft (traps) +15, Craft (jewelry) +10, Fly +10, Handle Animal +5, Intimidate +10, Knowledge (arcana) +15, Knowledge (dungeoneering) +10, Knowledge (planes) +15, Knowledge (religion) +10, Linguistics +10, Perception +5, Spellcraft +15

Languages Abyssal, Aquan, Auran, Celestial, Common, Ignan, Infernal, Terran

SQ arcane bond (quasit familiar), summoner's charm (3 rounds)

Combat Gear lesser metamagic rod (silent), scrolls of expeditious retreat, obscuring mist, see invisibility, black tentacles; Other Gear alchemical silver dagger, cold iron dagger, cloak of resistance +1, headband of vast intellect +2

Boon A conjurist can provide hidden lore about one type of outsider, granting a +2 circumstance bonus on the next Charisma-based check PCs make with that type of creature.

Conjurists are arcanists who have studied the planes, irresistibly drawn to forbidden lore that shatters mind and morality. Conjurists may be exotic court mages or unusual war wizards. A conjurist will often keep a battle monk bodyguard or may have a hedge wizard or medium as an assistant (CR 7).

Cult Leader CR 11

XP 12,800

Human cleric 10/rogue 2

NE Medium humanoid

Init +2; Senses Perception +10


AC 24, touch 14, flat-footed 22 (+6 armor, +2 deflection, +2 Dex, +4 shield)

hp 83 (12d8+29)

Fort +10, Ref +9, Will +13

Defensive Abilities evasion


Speed 30 ft.

Melee +1 human bane morningstar +10/+5 (1d8+2)

Ranged dagger +10 (1d4+1/19–20)

Special Attacks channel negative energy 5/day (DC 15, 5d6), scythe of evil (5 rounds, 1/day), sneak attack +1d6

Domain Spell-Like Abilities (CL 10th; concentration +15)

8/day—rebuke death (1d4+5), touch of evil (5 rounds)

Cleric Spells Prepared (CL 10th; concentration +15)

5th—breath of lifeD, mass cure light wounds, righteous might, summon monster V

4th—air walk, cure critical wounds, dismissal (DC 19), divine power, unholy blightD (DC 19)

3rd—cure serious wounds (2), dispel magic, magic circle against goodD, prayer

2nd—aid, cure moderate woundsD, death knell (DC 17), silence (DC 17), spiritual weapon, undetectable alignment

1st—command (DC 16), cure light woundsD, deathwatch, divine favor, obscuring mist, remove fear, shield of faith

0 (at will)—create water, guidance, light, purify food & drink

D domain spell; Domains Evil, Healing


Str 12, Dex 14, Con 14, Int 8, Wis 21, Cha 10

Base Atk +8; CMB +9; CMD 23

Feats Channel Smite, Combat Casting, Command Undead, Craft Magic Arms and Armor, Craft Wondrous Item, Extra Channel, Forge Ring, Vital Strike

Skills Bluff +5, Diplomacy +5, Heal +10, Knowledge (history) +3, Knowledge (local) +3, Knowledge (planes) +10, Knowledge (religion) +10, Linguistics +5, Perception +10, Profession (any one) +10, Sense Motive +10, Spellcraft +10

Languages Abyssal, Common, Infernal, Terran

SQ aura, healer's blessing, rogue talent (combat trick), trapfinding

Combat Gear scroll of invisibility purge, alchemist's fire (2); Other Gear +2 chain shirt, +2 heavy wooden shield, +1 human bane morningstar, cold iron dagger, cloak of resistance +1, elemental gem (earth), headband of inspired wisdom +2, ring of counterspells (dispel magic), ring of protection +2, robe of bones, silver unholy symbol

Boon A cult leader can bind a planar ally for the PCs, send a pair of cultists to assist with a task, or trade a good-aligned magical item she has taken for an evil one she could use.