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Cultists | 5e Monsters

Author: MMPapps Corp.

Addon: Content which can be added into any game - new or existing!

Price: $7.99

Cultists expands the familiar robed fanatic into a full, encounter-ready hierarchy designed for 5e play. Rather than treating cultists as a single low-level threat, this supplement presents a complete ladder of believers, zealots, ritual leaders, and divine authorities—from supplicants and initiates to prophets, archpriests, and god-touched vessels—each built to fill a specific role at the table.

Whether you need disposable worshippers to fill a hidden temple, disciplined enforcers to hunt heretics, ritual specialists to anchor dangerous ceremonies, or a climactic boss empowered by dark divinity, Cultists provides mechanically distinct stat blocks at every tier of play. The ladder is designed to scale naturally, allowing cult encounters to evolve from street-level threats into campaign-defining antagonists. Religious doctrine and patron details are kept intentionally flexible, making these cultists easy to adapt to fiendish, eldritch, false-divine, or apocalyptic faiths in any setting.

Each cultist type is designed with clear battlefield purpose, strong internal synergy, and GM-friendly abilities that emphasize authority, sacrifice, and supernatural pressure rather than raw spell lists alone. Use them as secret societies, organized insurgencies, temple hierarchies, or the backbone of a long-term cult conspiracy—the structure is provided, the faith is yours.


Cult Supplicant (CR 0): Newly converted believers who assist in rituals, chant prayers, and serve as witnesses or sacrifices. Poor combatants, but numerous and expendable.

Cult Initiate (CR 1/8): Minor devotees taught basic rites and forbidden doctrine. Carry holy symbols, ritual tools, and act as attendants to more powerful cultists.

Cult Acolyte (CR 1/4): Trained worshippers entrusted with minor blessings, curses, and consecrated weapons. Form the backbone of early cult defenses.

Cult Devotee (CR 1/2): Fanatical zealots whose faith grants supernatural endurance or fury. Often empowered during rituals or used as shock troops.

Cult Disciple (CR 1): Proven followers capable of channeling divine or eldritch power in small but dangerous ways. Frequently lead lesser cultists.

Cult Ritual Adept (CR 2): Specialists who conduct summoning circles, blood rites, and extended ceremonies. Their magic sustains cult strongholds and rituals.

Cult Zealot Priest (CR 3): Ordained leaders who preach doctrine and wield true divine magic. Serve as commanders of cult cells and temples.

Cult Inquisitor (CR 4): Fanatical enforcers tasked with rooting out heresy, extracting confessions, and punishing doubt through fear and coercion.

Cult High Priest (CR 5): Overseers of major temples and long-form rituals. Capable of sustaining powerful supernatural effects and commanding entire congregations.

Cult Prophet (CR 6): Chosen visionaries who receive revelations directly from the cult’s patron. Their presence warps battlefields and undermines enemy resolve.

Cult Archpriest (CR 8): Regional spiritual authorities whose influence strengthens allied cultists and weakens unbelievers. Often command multiple temples or sects.

Cult Hierophant (CR 10): Supreme mortal leader of the faith. Interprets doctrine, enforces orthodoxy, and directs cult-wide agendas and crusades.

Cult Exalted Vessel (CR 12): A mortal infused with divine or eldritch essence. No longer fully human—this being is the cult’s faith made flesh.


Compatible Products

Cultist's Tavern: A secret meeting place in the mountains for rituals and socializing.

Cultists Dungeon Lair: A cultist's lair inside a dungeon crawl.

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