Cult Initiate (Human Warpriest 1)

Cult Initiate CR 1/2

XP 200
Human warpriest 1
LN Medium humanoid
Init –1; Senses Perception +2


AC 18, touch 9, flat-footed 18 (+7 armor, –1 Dex, +2 shield)
hp 10 (1d8+2)
Fort +3, Ref +1, Will +4


Speed 20 ft. (30 ft. without armor)
Melee longsword +4 (1d8+3/19–20)
Ranged shortbow –1 (1d6/x3)
Special Attacks blessings 3/day (Chaos: anarchic strike; Destruction: destructive attacks), sacred weapon (1d6)

Warpriest Spells Prepared (CL 1st; concentration +3)

1stbane, cure light wounds
0 (at will)bleed, detect magic, stabilize


Str 17, Dex 8, Con 13, Int 10, Wis 14, Cha 12
Base Atk +0; CMB +3; CMD 12
Feats Combat Casting, Lightning Reflexes, Weapon Focus (longsword)
Skills Intimidate +5, Knowledge (religion) +4, Spellcraft +4
Languages Common
Combat Gear scroll of cause fear, scroll of summon monster I, alchemist’s fire, thunderstone; Other Gear splint mail, heavy wooden shield, arrows (20), longsword, shortbow, wooden holy symbol, 36 gp

A cult initiate is often impressionable and unstable—a person marred by the cruelties of life, their interests and ambitions turned to destructive ends as a means of striking back at a world that has done nothing but beat them down. The outer god Azathoth prizes such individuals, turning their instincts to murderous ends in pursuit of boundless chaos.

Section 15: Copyright Notice – Game Mastery Guide

Book of Beasts: Warpriest Codex, © 2020, Jon Brazer Enterprises, LLC. Authors: Dale C. McCoy, Jr, Richard Moore.

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