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tal’dorei campaign guide



                       Remnant Cultist                                   Remnant Chosen
                       Medium humanoid (any race), neutral evil          Medium humanoid (any race), neutral evil

              Armor Class 13 (16 with mage armor)               Armor Class 12 (15 with mage armor)
              Hit Points 60 (11d8 + 11)                         Hit Points 117 (18d8 + 36)
              Speed 30 ft.                                      Speed 30 ft.
                 Str   dex     con    int     wiS    cha           Str   dex     con     int    wiS    cha
                10 (+0)   16 (+3)   12 (+1)   18 (+4)   8 (-1)   8 (-1)    10 (+0)   14 (+2)   14 (+2)   15 (+2)   16 (+3)   20 (+5)

              Saving Throws Wis +3                              Saving Throws Cha +9, Wis +6
              Skills Deception +7, Stealth +7                   Skills Arcana +11, Deception +9
              Damage Resistances psychic, necrotic              Damage Resistances damage from spells
              Senses passive Perception 9                       Damage Immunities necrotic
              Languages Common, Infernal                        Senses truesight 60 ft., passive Perception 13
              Challenge 7 (2,900 XP)                            Languages Common, Infernal, Abyssal
                                                                Challenge 12 (8,400 XP)
              Spellcasting. The remnant cultist is an 11th-level spellcaster.
              Its spellcasting ability is Intelligence (spell save DC 16, +8 to   All-Seeing Eye. As a bonus action, the Chosen may select a
              hit with spell attacks). The cultist has the following wizard   creature or object affected by an illusion spell of 4th level or
              spells prepared:                                  lower. One illusion of the Chosen’s choice affecting that creature
                                                                is instantly dispelled.
              Cantrips (at will): chill touch, message, minor illusion,
               prestidigitation, ray of frost                   Magic Resistance. The Chosen has advantage on saving throws
              1st level (4 slots): detect magic, hideous laughter, mage armor, shield  against spells and other magical effects.
              2nd level (3 slots): detect thoughts, suggestion
                                                                Spellcasting. The Chosen is an 18th-level spellcaster. Its
              3rd level (3 slots): counterspell, fear, vampiric touch
                                                                spellcasting ability is Charisma (spell save DC 17, +9 to hit
              4th level (3 slots): greater invisibility, phantasmal killer
                                                                with spell attacks). The Chosen has the following sorcerer
              5th level (2 slot): dream, mislead
                                                                spells prepared:
              6th level (1 slot): circle of death
                                                                Cantrips (at will): chill touch, dancing lights, mage hand, message,
              Unknowable Secrets. Any attempt to form a mental link with
                                                                 shocking grasp
              the remnant cultist, scry the cultist, or cast speak with dead on a
                                                                1st level (4 slots): charm person, expeditious retreat, mage
              cultist instantly fails, and the creature that initiated the attempt
                                                                 armor,* shield
              takes 6d6 psychic damage.
                                                                2nd level (3 slots): blindness/deafness, darkness, detect thoughts
              One-Eyed. The cultist has disadvantage on any attack roll made   3rd level (3 slots): counterspell, fly, hypnotic pattern
              against a target more than 30 feet away.          4th level (3 slots): confusion, greater invisibility*
                                                                5th level (3 slots): dominate person, scrying, seeming
              Actions                                           6th level (1 slot): eyebite
                                                                7th level (1 slot): finger of death
              Dagger of Wounding. Melee or Ranged Weapon Attack: +7 to hit,
                                                                8th level (1 slot): power word stun
              reach 5 ft., range 20/60 ft.,  one target. Hit: 5 (1d4 + 3) piercing
                                                                9th level (1 slot): power word kill
              damage. Hit points lost to this weapon’s damage can be regained
              only through a short or long rest, rather than by regeneration,   *The Chosen typically casts these spells on itself before combat.
              magic, or any other means.
                                                                Actions
                Once per turn, the cultist may choose to wound its target. At
              the start of each of the wounded creature’s turns, it takes 1d4   Withered Hand. Melee Spell Attack: +6 to hit, reach 5 ft., one
              necrotic damage for each time the cultist wounded it, and it   target. Hit: 37 (5d6 + 20) force damage. If this damage reduces
              can then make a DC 15 Constitution saving throw, ending the   the target to 0 hit points, it is disintegrated.
              effect of all such wounds on itself on a success. Alternatively, the
              wounded creature, or a creature within 5 feet of it, can use an
              action to make a DC 15 Wisdom (Medicine) check, ending the
              effect of such wounds on it on a success.





       “Cycles within cycles, turning evermore. Do not think that the One-Who-Whispers is gone, and shall return again. That is an
       ignorant understanding of the Cycle of Inevitability. Instead understand that the Holy Susurrus ebbs and recedes like the tide.
       When the Tide of Whispers has withdrawn, the initiated are invested with a sacred charge: to prepare the world for the turning of
       that Tide, for the return of the Whispered One. When that sacred and holy day is upon us once more, the Ineffable Whispers will be
       heard not just by the sanctified, but by all thinking creatures, and woe, woe betide those who do not fall down in worship.”
                            –From the Murmuring Canon, a blasphemous text propagated by the Cult of the Whispering One
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