Page 21 - Mordenkainen's Tome Of Foes
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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
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