Page 21 - Mordenkainen's Tome Of Foes
P. 21

CULT OF GLASYA                                        Levistus usually grants those who pledge their souls
                                                                to him a single chance to escape from danger, but some
            Goals: Power gained by turning a system against itself,   cunning folk strike a deal with Levistus, pledging their
             yielding power that isn't only absolute but legitimate   souls to him in return for escape at a future date. This
             on a cultural and legal basis                      boon takes the form of the Path of Levistus trait.
           Typical Cultist: Bandit, bandit captain, cult fanatic, cult-
                                                                Path of  Levistus. This creature magically teleports to a location
             ist, knight, noble, spy, thug
                                                                of Levistus's choice within l  mile of  its location. Using this
            Signature Spells: Friends (cantrip), charm person (1st
                                                                ability also restores all of  the creature's hit points. This ability
             level), invisibility (2nd level), haste (3rd level)
                                                                can be invoked as an action by the creature or when the crea-
           As an expert in finding loopholes and exploiting the law   ture would die. Once the creature uses it, the creature can't
            for her own good, Glasya is a patron of thieves and other   use it again.
            criminals, especially corrupt nobles. Her influence is
            supposed to strengthen family bonds, but she has taken   CULT  OF  M AMMON
            a liberal interpretation of that and offers gifts that can
                                                                Goals: Wealth, secured not only to promise personal
            be turned against family members.
                                                                 comfort and power but to deny wealth and its benefits
             Goblins who risk insurrection against their hobgoblin
                                                                  to others.
            masters make pacts with Glasya, as do kenku who form
                                                                Typical Cultist: Bandit, bandit captain, cult fanatic, cult-
            criminal gangs.
                                                                  ist, noble, spy, thug
             Glasya grants the Step into Shadows trait. Cult lead-
                                                                Signature Spells: Mending (cantrip), Tenser's floating
            ers can also gain the Infernal Ring Leader trait.
                                                                  disk (1st level), arcane lock (2nd level), glyph of
            Step into Shadows (Recharges after a Short or Long Rest).   warding (3rd level)
           As an action, this creature, along with anything it is wearing
                                                                Mammon's greed overwhelms everything else. He
            and carrying, magically becomes invisible until the end of  its
            next turn.                                          deals with mortals who desire material wealth and pro-
                                                                vides them with the ability to spread that greed like an
            Infernal Ring Leader. As a reaction when this creature is hit by   infection.
            an attack, it can choose one ally it can see within S feet of  it
                                                                 The greedy duergar and even some dragons are prone
           and cause that ally to be hit by that attack instead.
                                                                to falling prey to Mammon's temptations, and merchants
                                                                and trade guilds are vulnerable to his bargains.
            CULT OF LEVISTUS
                                                                 Mammon's cultists can gain the Grasping Hands trait.
           Goals: Survival and eventual revenge against those who   Cult leaders can also gain the Promise of  Wealth trait.
             wrong them
                                                                Grasping Hands (Recharges after a Short or Long Rest). As a
           Typical Cultist: Assassin, bandit captain, cult fanatic,
                                                                bonus action, this creature makes a Dexterity (Sleight of Hand)
             cultist, mage, noble, spy, thug                    check contested by the Wisdom (Insight) check of  a creature it
           Signature Spells: Blade ward (cantrip), expeditious   can see within 15 feet of  it. If this creature succeeds, one hand-
             retreat (1st level), spider climb (2nd level), gaseous   held item of  its choice that it can see on the target magically
             form (3rd level)                                   teleports to its open hand. The item can't be one that the tar-
                                                                get is holding, and it must weigh no more than 10 pounds.
           Levistus has no cult in the traditional sense. Instead,
            he offers favors to those who are desperate to escape a   Promise of  Wealth (Recharges after a Short or Long Rest). As
           seemingly inevitable fate.                           a bonus action, this creature chooses one creature it can see.
             Drow are sometimes worshipers of Levistus, as their   Up to five allies of its choice become convinced that the target
           cruel society often pushes them into situations they feel   carries great wealth. Until  the end of  this creature's next turn,
           they can't escape.                                   those allies gain advantage on all attack rolls against the target.
                                                                C U LT OF M EPHISTOPHE LES
             WHY DEVILS WANT  CULTS
             For all their might, most devils are effectively trapped in   Goals: Magical skill and power, backed with the will to
             the Nine Hells. While other planar creatures use magic to   use it to crush rivals
             move between planes, devils require either a portal they   Typical Cultist: Archmage, cult fanatic, cultist,
             can physically walk through or a summoning conducted by
                                                                 mage, priest
             an entity on a distant plane. They have little will in deter-
                                                                Signature  Spells: Fire bolt (cantrip), burning hands (1st
             mining where they can go.
                                                                 level), flaming sphere (2nd level), fireball (3rd level)
               Because of  this restriction, on the Material Plane most
             devils work through cults. Cults typically consist of  folk   As a master of the arcane arts, Mephistopheles finds
             who have used rituals to contact devils and pledge their   eager recruits among those who study magic. Any mon-
             souls to them in  return for power. The Lords of  the Nine
                                                                sters that use spells, such as storm giants and oni, might
             drive most of  the soul trade, and the gifts they can offer
                                                                follow him, and wizards' guilds and conclaves of  sages
             are determined by Asmodeus's decrees.
                                                                are the most likely to come under his influence.
                                                                 Mephistopheles's cultists can gain the Spell Shield
                                                                trait. Cult leaders can also gain the Spell Leech trait.
                                                                Spell Shield. This creature gains advantage on saving throws
                                                                against spells. If it succeeds on such a saving throw, it gains
                                                                temporary hit points equal to the spell's level.

           CHAPTER  I  I THE BLOOD WAR
   20
   16   17   18   19   20   21   22   23   24   25   26