Cthulhu Mythos Cultists (Necromancers of the Northwest)


Homebrew and House Rules


On Tuesday, the Necromancers of the Northwest published the Cultist NPC class on their blog. If you haven't seen it yet, go read it now. I'll wait...

Back? Good!

Now, the two example cults they give are for demonic and diabolic patrons, and that's fine as far as it goes. But what is a cultist without a mind-shattering Alien Horror From Beyond to worship? Therefore, I want to use this thread to propose a few new cults to spice up the Cultist class, and really give the devil - or in this case, the Great Old Ones - their due.

To get my feet wet (pun intended), the first attempt will be that perennial favorite, the Esoteric Order of Dagon. The first draft follows inside the spoiler. Any ideas and suggestions welcome. IÄ R'LYEH!

The Esoteric Order of Dagon:

The Esoteric Order of Dagon

The Esoteric Order of Dagon is a cult found in isolated coastal communities throughout the world. It quickly takes root where its promises of precious gold artifacts and restoration of depleted fisheries are desirable to elements in the local community. Part of its eschatology centers on a return of its followers to the water world, accompanied by gradual bodily transformation and an eternal life of sorts. The central beings worshiped by the Order are the Deep Ones, Father Dagon, Mother Hydra, and, to a lesser extent, Cthulhu. The Deep Ones are seen largely as intermediaries between the various gods, rather than as gods themselves. Even so, the cultists sacrifice various locals to the Deep Ones at specific times in exchange for a limitless supply of gold and fish. Interbreeding between the human and amphibian species is also actively encouraged. The Esoteric Order of Dagon has three oaths which members have to take. The first is an oath of secrecy, the second, an oath of loyalty, and the third, an oath to marry a Deep One and bear or sire its child.

Alignment: Members of the Esoteric Order of Dagon cannot be Lawful or Good.

Restricted Spells: Members of the Esoteric Order of Dagon cannot cast spells with the good or lawful descriptors.

Channeled Energy: Negative.

Familiar: Nycar.

Sacrifice: Blood.

Hexes: Members of the Esoteric Order of Dagon can select from the following hexes.

Primeval Resilience (Ex): The cultist gains a +4 bonus on saving throws made to resist poison, and an amount of cold resistance equal to his class level. At 12th level, he gains an amount of acid and electricity resistance equal to 1/3 his class level.

Claws of the Deep (Su): As a move action, the cultist can cause his hands to twist and gnarl into horrible claws. He gains two primary claw natural attacks, which deal 1d6 points of slashing damage on a successful hit (or 1d4 points of slashing damage if the cultist is Small). If the cultist is at least 6th level, he can transform his hands in this way as a swift action, instead. If the cultist is at least 10th level, the critical threat range for the claws increases to 19-20. If the cultist is at least 14th level, the critical multiplier for the claws increases to x3. The cultist can use the claws for a number of minutes per day equal to 1/2 his class level. These minutes need not be consecutive, but must be spent in 1-minute increments.

Corrupting Whisper (Sp): As a standard action, the cultist can mentally compel a single creature within 60 feet to perform a single evil act, such as theft, murder, or other actions that involve hurting another for personal gain or enjoyment. The act in question must be able to be described in 100 words or less, and must take no more than 24 hours to complete. The target is entitled to a Will save to resist this effect, and gains a +4 bonus on the save if performing this action will have obvious negative consequences (such as violating a law in front of the town guard, or breaking an important promise to a loved one). If the target succeeds on the Will save, he identifies the cultist as the source of the mental compulsion. Whether the target succeeds or fails his Will save, he cannot be the target of this hex again for 24 hours. The cultist can use this ability a number of times per day equal to his Charisma modifier.

Insidious Wound (Su): Whenever the cultist scores a critical hit with a melee weapon, he can choose to leave a insidious wound. If he does, the damage inflicted by that critical hit cannot be healed naturally, and even magical healing fails to affect it unless the caster succeeds on a caster level check (DC 11 + the cultist’s class level). A creature that has been affected by this ability cannot be affected by another insidious wound until the first one has been successfully healed.

First Oath of Dagon (Secret of the First Circle) (Ex): Beginning at 1st level, the cultist gains a swim speed of 30 feet.

Second Oath of Dagon (Secret of the Second Circle) (Su): Beginning at 9th level, the cultist gains the amphibious special quality and develops a fat layer that grants a +1 natural armor bonus and resist cold 5 (this stacks with the Primeval Resilience hex). When immersed in water, the cultist gains blindsense 30 feet.

Third Oath of Dagon (Secret of the Third Circle) (Ex): Beginning at 17th level, the cultist gains a swim speed of 60 feet and blindsense of 60 feet in water. Also, his body is covered with fine, slippery scales, granting DR 10/piercing and continuous freedom of movement. Underwater, the cultist gains evasion and blindsight 120 feet, and is immune to pressure damage from deep water.

Ascension: At 20th level, when the cultist becomes an outsider, he gains the chaos, aquatic and evil subtypes, and all the traits associated with those types. If the cultist has the primeval resilience hex, he may immediately replace it with a different hex for which he qualifies. Additionally, once per day, he can summon any mythos creature of CR 20 or less as a full-round action that does not provoke attacks of opportunity. This summons has a 50% chance of success. The summoned creature serves him faithfully for up to 1 minute, and this otherwise functions as the spell summon monster IX.


You know Dagon is a Demon Lord (well, Qlippoth Lord, actually), unrelated to the Old Ones or Elder Gods, in Pathfinder?

I know his name is used in the Mythos, but it might make sense to use something else, to avoid confusion.

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