Marwen's Savages

The Cult of Marwen, the Lord of Beasts. They are known simply as savages and usually wear red robes with the symbol of their master emblazoned on the back. Although they can be found in civilized areas, they know they are not often welcome so they flock to the Wilds or other unexplored areas. Often hunters, warriors, or those obsessed with gaining strength worship the Spirit.   Rituals of the cult usually incorporate some form of sacrifice, mostly animals but occasionally a human can be sacrificed. In order for a person to join the cult they must prove themselves in a test, a hunt for the most vicious creature in the nearby area.

Structure

Usually, the cults are independent of one another, one head priest leading initiates to further his own goals. So far nothing has organized the cults and each one only has a few members in it.

Culture

The strongest member of the group is the leader.

Public Agenda

To grow in strength and to run wild against civilization.

Divine Origins

The Cult of Marwen is believed to have begun when a man was lost in the Wilds, his family had died during their travels but he managed to survive. He was visited by a servant of Marwen who taught him the ways to survive in the dangerous land. It made him strong and he found others who were lost in The Wilds or fled into them for one reason or another. Soon, they began to worship Marwen who gave them strength to survive and to prosper.

Tenets of Faith

Grow Strong   Take What You Need   Civilization is for the Weak   The Beasts Shall Rule the World

Ethics

The cult believes in strength and the natural order of nature. Survival of the fittest is the motto of the cult but they are not cruel. Some members of the cult do aid others to prove themselves as the superior members of their society.

Granted Divine Powers

Marwen's Blessing (Recharge 5 or 6). When the savage takes damage they can enter a blood frenzy. Every time they take damage they can add 1d6 to their next damage roll. This blood frenzy lasts for 1d4 rounds. They also gain a vulnerability to radiant damage or if a healing spell targets them they take damage instead of healing. If they take healing magic then the blood frenzy ends early.   Aspects of the Beast: Some of the cults have begun to use their divine powers to graft slain animal and spirit parts to themselves.

Sects

Most of the sects are just because they live in different areas from the other worshipers of Marwen.   A particularly violent sect has made the area west of Castle Sirather their home. Rumors have begun to spread that they are hunting people and kidnapping them from local villages.

Feed to Grow Strong.

Type
Religious, Cult
Alternative Names
The Beasts, The Eaters
Government System
Tribalism
Deities
Divines
Location

Marwen's Savage CR: 4

Medium humanoid (any race), chaotic neutral
Armor Class: 14 (studded leather)
Hit Points: 65 (10d8 + 20)
Speed: 30 ft

STR

16 +3

DEX

14 +2

CON

14 +2

INT

12 +1

WIS

16 +3

CHA

8 -1

Saving Throws: Con +4, Wis +5
Skills: Investigation +5, Nature +3, Perception +7
Damage Immunities: poison
Condition Immunities: poisoned
Senses: Passive Perception 17, dark vision 120 ft.
Languages: common, abyssal
Challenge Rating: 4 ( 1,100 XP)
Proficiency Bonus: +2

Spellcasting. The savage casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 13):

1/day: Barkskin, entangle, hunter's mark, Zephyr strike


Pack Tactics. The savage has Advantage on attack rolls against a creature if at least one of the savages’s allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated condition.

Actions

Multiattack. The savage makes 3 handaxe attacks attacks.   Handaxe. Melee or ranged attack +5 to hit, reach 5 ft. or range 20/60 ft., one target Hit. 6 (1d6+3) slashing damage.

Reactions

Blood Frenzy (Recharge 5 or 6). When the savage takes damage they can enter a blood frenzy. Every time they take damage they can add 1d6 to their next damage roll. This blood frenzy lasts for 1d4 rounds. They also gain a vulnerability to radiant damage or if a healing spell targets them they take damage instead of healing. If they take healing magic then the blood frenzy ends early.

Marwen's Savages are expert hunters who relish in fighting mighty prey head-on.