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 CultsProficiencies: Athletics +3
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.
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 ReferenceThe 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.
Use this enemy in waves to pressure the party's Fire Lanes and force melee before anyone is ready for it.
Very low durability, fast melee-only pressure, fearless, zero tactics — dangerous purely in volume and momentum.
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.
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.
Full Stat Block Priority: Low