Hugo, Level 4 Fighter / Level 2 Cultist

Race: Human
Class: Fighter (4) / Cultist (2)
Alignment: Neutral Evil
Background: Prison Guard / Cultist of Hastur
Armor Class (AC): 12
Hit Points (HP): 58 (4d10 + 2d8 + 20 from CON modifier)
Speed: 30 ft.

Ability Scores

  • Strength: 16 (+3)

  • Dexterity: 10 (+0)

  • Constitution: 18 (+4)

  • Intelligence: 9 (-1)

  • Wisdom: 11 (+0)

  • Charisma: 12 (+1)

Saving Throws

  • Strength: +5

  • Constitution: +6

  • Wisdom: +2 (from Cultist training)

Skills

  • Intimidation: +3

  • Perception: +2

  • Insight: +2

  • Athletics: +5

Combat Abilities

  • Multiattack: Hugo can attack twice whenever he takes the Attack action.

  • Action Surge (1/Short Rest): Hugo can take one additional action on his turn.

  • Second Wind (1/Short Rest): Hugo can use a bonus action to regain 1d10+4 HP.

  • Indomitable (1/Long Rest): Hugo can reroll a failed saving throw.

Cultist Abilities

  • Dark Whispers (1/Long Rest): Hugo has limited access to Hastur's influence and can cast Dissonant Whispers as a 1st-level spell (DC 12) once per long rest.

  • Unsettling Presence (1/Long Rest): Hugo can use an action to impose disadvantage on a creature’s next attack or ability check within 30 feet, tapping into his eerie aura gained from Hastur’s presence.

Attacks

  • Mace (Truncheon)
    Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
    Hit: 1d8 + 3 bludgeoning damage.

  • Dagger
    Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target.
    Hit: 1d4 + 3 piercing damage.

Alfredo, Level 5 Rogue / Level 1 Cultist

Race: Human
Class: Rogue (5) / Cultist (1)
Alignment: Chaotic Neutral
Background: Prison Guard / Cultist of Hastur
Armor Class (AC): 15 (Studded Leather)
Hit Points (HP): 44 (5d8 + 1d8 + 12 from CON modifier)
Speed: 30 ft.

Ability Scores

  • Strength: 10 (+0)

  • Dexterity: 16 (+3)

  • Constitution: 14 (+2)

  • Intelligence: 11 (+0)

  • Wisdom: 10 (+0)

  • Charisma: 14 (+2)

Saving Throws

  • Dexterity: +6

  • Intelligence: +3

Skills

  • Stealth: +9

  • Deception: +5

  • Perception: +3

  • Sleight of Hand: +7

  • Investigation: +3

  • Insight: +3 (from Cultist training)

Combat Abilities

  • Sneak Attack: Once per turn, Alfredo can deal an extra 3d6 damage to a creature he hits with an attack if he has advantage on the attack roll or if another enemy of the target is within 5 feet of it and isn’t incapacitated.

  • Uncanny Dodge: When an attacker that Alfredo can see hits him with an attack, he can use his reaction to halve the attack's damage.

  • Evasion: When Alfredo makes a Dexterity saving throw to take only half damage, he takes no damage on a success and only half damage on a failure.

  • Cunning Action: Alfredo can use a bonus action to Dash, Disengage, or Hide.

Cultist Abilities

  • Dark Influence (1/Long Rest): Alfredo can cast Cause Fear as a 1st-level spell (DC 12). This is a sinister reminder of his loyalty to Hastur.

  • Unnerving Presence (1/Long Rest): Alfredo exudes an eerie, unsettling aura, imposing disadvantage on an enemy's next attack roll or ability check within 15 feet.

Attacks

  • Dagger (Primary Attack)
    Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target.
    Hit: 1d4 + 3 piercing damage. (Plus Sneak Attack damage if conditions are met.)

  • Shortbow
    Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target.
    Hit: 1d6 + 3 piercing damage.

Equipment

  • Studded leather armor

  • Two daggers

  • Shortbow and quiver with 20 arrows

  • Small, dark amulet with Hastur’s spiral insignia hidden under his tunic

Ramiro, Level 2 Fighter / Level 5 Cultist

Race: Human
Class: Fighter (2) / Cultist (5)
Alignment: Lawful Evil
Background: Prison Guard / Cultist of Hastur
Armor Class (AC): 14 (Chain Shirt)
Hit Points (HP): 58 (2d10 + 5d8 + 14 from CON modifier)
Speed: 30 ft.

Ability Scores

  • Strength: 14 (+2)

  • Dexterity: 12 (+1)

  • Constitution: 16 (+3)

  • Intelligence: 10 (+0)

  • Wisdom: 14 (+2)

  • Charisma: 13 (+1)

Saving Throws

  • Constitution: +6

  • Wisdom: +5

Skills

  • Intimidation: +4

  • Religion: +3

  • Perception: +5

  • Insight: +5

Combat Abilities

  • Second Wind (1/Short Rest): Ramiro can use a bonus action to regain 1d10 + 2 hit points.

  • Action Surge (1/Short Rest): Ramiro can take one additional action on his turn.

  • Martial Versatility: Ramiro can make effective use of melee weapons, primarily relying on his club and unarmed strikes.

Cultist Abilities

  • Dark Influence (2/Long Rest): Ramiro can cast Cause Fear as a 1st-level spell (DC 13).

  • Enthrall (2/Day): Ramiro can use this spell to try to capture the attention of others with Hastur’s eerie influence.

  • Dark Devotion: Ramiro has advantage on saving throws against being charmed or frightened.

  • Frenzied Gaze (1/Long Rest): Ramiro can lock eyes with a target within 30 feet and force them to make a Wisdom saving throw (DC 13). On a failure, they are paralyzed with fear until the end of their next turn.

Attacks

  • Heavy Club (Primary Attack)
    Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
    Hit: 1d8 + 3 bludgeoning damage.

  • Unarmed Strike
    Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
    Hit: 4 bludgeoning damage.

Equipment

  • Chain shirt

  • Heavy club

  • Small black spiral amulet (Hastur’s symbol)

  • Vials of strange powders (used in cult rituals)