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Signal ▮▮▮▯▯Session 0x1F3AClearance Vermillion00:00:00 M41.026
Lexicanum

Blood-Mad Cultist

A rabid devotee who runs toward violence like it owes them money.

Threat File — Blood-Mad Cultist

TR 1 · Chaos God-Aligned Cults
KhorneMeleeFanaticStat Block Priority: Low
Blood-Mad CultistTR 1Human · Grunt
KhorneMeleeFanatic
Defense 10 · Vitality 6 · Move 35 ft. · Initiative +2
STR +1AGI +2TGH +0INT -2WIL +0PRS -1

Proficiencies: Athletics +3

// Traits

Blood-Blind. The blood-mad cultist is immune to fear and cannot be Pinned during any turn in which it moves toward an enemy.

No Sense of Cover. The blood-mad cultist never takes cover and gains no Defense from cover. Every approach it makes is a straight line at the nearest target.

// Actions

Hack Wild. Melee Attack: +3 to hit, reach 5 ft., one target. Hit: 1d6 + 1 slashing damage. The cultist has Advantage on this attack against bloodied targets.

Screaming Charge. The blood-mad cultist moves up to its full Movement toward an enemy it can see and makes a Hack Wild attack. It is Exposed until the start of its next turn and does not care.

Morale: Does not make Morale checks while an enemy is visible. It fights until dead, and it dies forward.

Tactics: Throw them in fast, loud, and in numbers, from as close as terrain allows. Every one that dies in the open is doing its job; every one that reaches contact is a bonus. They screen the cult's real killers by making the party shoot the obvious problem.

Loot / Evidence / Hooks: A crude blade and the eightfold mark carved into scar tissue; the only value is learning which pit the frenzy crawled out of.

Enemy Dossier

GM Reference

The Blood-Mad Cultist is Khorne's cheapest offering — a rabid devotee sprinting at gunfire with a blade and a scream. It exists to close distance or die making the next one's charge shorter.

// Battlefield Use

Use this enemy in waves to pressure the party's Fire Lanes and force melee before anyone is ready for it.

// Threat Profile

Very low durability, fast melee-only pressure, fearless, zero tactics — dangerous purely in volume and momentum.

// Signature Traits

Blood-Blind. Ignores fear entirely and cannot be Pinned during any turn it moves toward an enemy.

No Sense of Cover. Never takes cover; every approach is a straight line at the nearest target.

// Signature Actions

Screaming Charge. Full move plus melee attack; Exposed all the way in and does not care.

Hack Wild. Frenzied blade attack with a bonus against bloodied targets.

Morale: No Morale checks while an enemy is visible; fights until dead, and dies forward.

Tactics: Throw them in fast, loud, and in numbers, from as close as terrain allows. Every one that dies in the open is doing its job; every one that reaches contact is a bonus. They screen the cult's real killers by making the party shoot the obvious problem.

// Variants
Blood-Mad Mob (horde unit)Blade-Chained Pair (two cultists, one chain)Fresh Convert (still in Guard fatigues)Self-Scarred Zealot (already bloodied, already frenzied)

Full Stat Block Priority: Low

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