Plague Cultist
A sickly cultist whose body is already a weapon.
Threat File — Plague Cultist
TR 1 · Chaos God-Aligned CultsSaves: Toughness +4
Walking Contagion. A creature that hits the plague cultist with a melee attack while within 5 feet makes a Toughness Save DC 11 or takes 1d4 poison damage. On a critical failure, the creature is also exposed to Corruption.
Blessed Numbness. The plague cultist has Resistance to poison damage, Advantage on saves against fear and disease, and ignores penalties for being bloodied.
Rusted Cleaver. Melee Attack: +2 to hit, reach 5 ft., one target. Hit: 1d6 slashing damage, and the target makes a Toughness Save DC 11 or takes 1d4 poison damage.
Bile Spit. Ranged Attack: +2 to hit, range 15/30 ft., one target. Hit: 1d4 poison damage, and the target has Disadvantage on its next attack roll.
Foul the Ground. The plague cultist vomits over a 5-foot square of cover or floor. Until the end of the scene, a creature that ends its turn in that square makes a Toughness Save DC 11 or takes 1d4 poison damage.
Morale: Does not break. Shuffles forward smiling until destroyed or recalled by a preacher.
Tactics: Advance slowly in the open to soak fire, foul the best cover so enemies must choose between infection and standing Exposed, and cluster where the party must eventually push through.
Enemy Dossier
GM ReferenceThe Plague Cultist is a sickly devotee whose body is already a weapon — touching it is contagion, killing it is aerosol. It advances slowly, smiling, and does not understand why anyone runs.
Use this enemy to make melee contact expensive and to contaminate the cover and choke points the party planned to use.
Low durability but hard to discourage, weak attacks with poison riders, contact contagion, terrain contamination, morale-proof.
Walking Contagion. Melee attackers within reach risk poison damage and, on critical failure, Corruption exposure.
Blessed Numbness. Resistant to poison, fearless, ignores being bloodied.
Rusted Cleaver. Weak melee attack with a poison rider.
Foul the Ground. Contaminates a square of cover or floor; ending a turn there risks poison damage.
Morale: Does not break; shuffles forward smiling until destroyed or recalled by a preacher.
Tactics: Advance them slowly in the open to soak fire, foul the best cover so enemies must choose between infection and standing Exposed, and cluster where the party must eventually push through. They win by contaminating the map, not by fighting.
Full Stat Block Priority: Medium