Cult of Belzenlok

CultPSDp. 172014

Belzenlok's Cultists

Cabalists are uniformly fanatical, tormented into zealotry by pain, greed, and the distinctive power of their dementia magic. From the Cabal's beginning, spellcasters known as dementists have manipulated the very stuff of nightmares, reshaping reality and creating items and creatures from the parallel realm of "dementia space." Though it has been greatly changed by centuries of hardship, dementia magic remains a powerful asset of the Cabal, and cabalists value prowess with such magic above everything except the favor of Belzenlok.

Cultists, Initiates, and Priests

Most members of the Cabal serve it in a religious capacity. Cells of Cabal cultists are found throughout the world, worshiping Belzenlok in secret. Once inducted into the Cabal more formally, cultists shave their heads and become initiates, assisting priests in their dark rites. As Cabal priests rise through the ranks, they dress more ornately, often wearing headgear or high collars that set them apart from initiates. Most Cabal clerics are dementists, and carry with them implements of sacrifice and veneration. But a few are more martial in nature, wielding heavy blades and viewing combat as the most active form of sacrifice to Belzenlok.

Grimnants

Cabal knights are all members of an order called the Grimnant. The armor they wear has been melted down from scavenged or stolen pieces and forged anew, painted in a black lacquer and with its edges honed. Often, the armor is molded to mirror aspects of the demon Belzenlok, a form of idol worship that Grimnant knights believe gains them power and favor.

Grimnants are brutal combatants who arrive after the Cabal's infiltration has weakened a target. Most have some minor knowledge of dementia magic or carry trinkets that give them the ability to wield dark magic in battle, but they're not generally known as spellcasters. Appearing stoic from afar, most Grimnant knights experience a bloodlust in battle and enjoy going in close for the kill.

Infiltrators and Assassins

In its cells throughout the world, the Cabal has need for more than prayer. Whether striking from the shadows or venturing out in full regalia to spread open terror, Belzenlok's infiltrators and assassins emphasize what many fear: that the Cabal is already everywhere.

Belzenlok's cultists can gain the Demonic Vigor trait. Favored cultists or cult leaders can also have the Unholy Tether trait.

Demonic Vigor (1/day)

As a bonus action, or as a reaction when this creature would drop to 0 hit points, it regains 1 hit point and gains temporary hit points equal to its Constitution modifier plus its maximum number of Hit Dice.

Unholy Tether

As a reaction when an ally of this creature within 30 feet of it dies, this creature regains hit points equal to twice the dead creature's Constitution modifier.

Raw data
{
  "name": "Cult of Belzenlok",
  "page": 17,
  "type": "Diabolical",
  "__prop": "cult",
  "source": "PSD",
  "entries": [
    {
      "name": "Belzenlok's Cultists",
      "type": "entries",
      "entries": [
        "Cabalists are uniformly fanatical, tormented into zealotry by pain, greed, and the distinctive power of their dementia magic. From the Cabal's beginning, spellcasters known as dementists have manipulated the very stuff of nightmares, reshaping reality and creating items and creatures from the parallel realm of \"dementia space.\" Though it has been greatly changed by centuries of hardship, dementia magic remains a powerful asset of the Cabal, and cabalists value prowess with such magic above everything except the favor of Belzenlok."
      ]
    },
    {
      "name": "Cultists, Initiates, and Priests",
      "type": "entries",
      "entries": [
        "Most members of the Cabal serve it in a religious capacity. Cells of Cabal cultists are found throughout the world, worshiping Belzenlok in secret. Once inducted into the Cabal more formally, cultists shave their heads and become initiates, assisting priests in their dark rites. As Cabal priests rise through the ranks, they dress more ornately, often wearing headgear or high collars that set them apart from initiates. Most Cabal clerics are dementists, and carry with them implements of sacrifice and veneration. But a few are more martial in nature, wielding heavy blades and viewing combat as the most active form of sacrifice to Belzenlok."
      ]
    },
    {
      "name": "Grimnants",
      "type": "entries",
      "entries": [
        "Cabal knights are all members of an order called the Grimnant. The armor they wear has been melted down from scavenged or stolen pieces and forged anew, painted in a black lacquer and with its edges honed. Often, the armor is molded to mirror aspects of the demon Belzenlok, a form of idol worship that Grimnant knights believe gains them power and favor.",
        "Grimnants are brutal combatants who arrive after the Cabal's infiltration has weakened a target. Most have some minor knowledge of dementia magic or carry trinkets that give them the ability to wield dark magic in battle, but they're not generally known as spellcasters. Appearing stoic from afar, most Grimnant knights experience a bloodlust in battle and enjoy going in close for the kill."
      ]
    },
    {
      "name": "Infiltrators and Assassins",
      "type": "entries",
      "entries": [
        "In its cells throughout the world, the Cabal has need for more than prayer. Whether striking from the shadows or venturing out in full regalia to spread open terror, Belzenlok's infiltrators and assassins emphasize what many fear: that the Cabal is already everywhere."
      ]
    },
    "Belzenlok's cultists can gain the Demonic Vigor trait. Favored cultists or cult leaders can also have the Unholy Tether trait.",
    {
      "name": "Demonic Vigor (1/day)",
      "type": "entries",
      "entries": [
        "As a bonus action, or as a reaction when this creature would drop to 0 hit points, it regains 1 hit point and gains temporary hit points equal to its Constitution modifier plus its maximum number of Hit Dice."
      ]
    },
    {
      "name": "Unholy Tether",
      "type": "entries",
      "entries": [
        "As a reaction when an ally of this creature within 30 feet of it dies, this creature regains hit points equal to twice the dead creature's Constitution modifier."
      ]
    }
  ],
  "cultists": {
    "entry": "{@creature acolyte||acolytes}, {@creature cultist||cultists}, {@creature cult fanatic||cult fanatics}, {@creature mage||mages}, or {@creature priest||priests} for Cultists, Initiates, and Priests; {@creature gladiator||gladiators}, {@creature guard||guards}, {@creature knight||knights}, {@creature veteran||veterans}, or infrequently {@creature wight||wights} riding undead horses with the statistics of Large-sized {@creature zombie||zombies} for Grimnants; and {@creature assassin||assassins}, {@creature bandit||bandits}, {@creature bandit captain||bandit captains}, {@creature spy||spies}, or {@creature thug||thugs} for Infiltrators and Assassins."
  },
  "signatureSpells": {
    "entry": "{@spell Chill touch} (cantrip), {@spell hex} (1st level), {@spell phantasmal force} (2nd level), {@spell fear} (3rd level)"
  }
}
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