CULT INITIATE
AdversaryDH CORE · p.222
Open source p.222🎨 Choose art
Choose portrait art
Loading art options…
Show !dh-import command
!dh-import --name|CULT INITIATE --HP|1 --Stress|1 --Difficulty|13 --Thresholds|None --Attack_Dice|1d20 --Special_1|**Minion (6) (Passive):** The Initiate is defeated when they take any damage. For every 6 damage a PC deals to the Initiate, defeat an additional Minion within range the attack would succeed against. --Special_2|**Group Attack (Action):** Spend a Fear to choose a target and spotlight all Cult Initiates within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 5 physical damage each. Combine this damage.
Tier 2 · Minion
ATK ·Ritual Dagger: Melee | 5 phy
Motives & Tactics: Follow orders, gain power, seek forbidden knowledge
Minion (6) Passive The Initiate is defeated when they take any damage. For every 6 damage a PC deals to the Initiate, defeat an additional Minion within range the attack would succeed against.
Group Attack Action Spend a Fear to choose a target and spotlight all Cult Initiates within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 5 physical damage each. Combine this damage.
A low-ranking cultist in simple robes, eager to gain power.
Motives & Tactics: Follow orders, gain power, seek forbidden knowledge
Difficulty: 13 | Thresholds: None | HP: 1 | Stress: 1
ATK: | Ritual Dagger: Melee | 5 phy
Features
Minion (6) - Passive: The Initiate is defeated when they take any damage. For every 6 damage a PC deals to the Initiate, defeat an additional Minion within range the attack would succeed against.
Group Attack - Action: Spend a Fear to choose a target and spotlight all Cult Initiates within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 5 physical damage each. Combine this damage.