
Armed with only a club, and without enough Dexterity to dodge incoming attacks, these skeletons often serve as nothing more than a warning that an adventurer is approaching territory guarded by The Unholy. The weakest of The Unholy's forces, Skeleton Rabble must rely on the advantage of numbers to take down even meager foes. They are also the faction most likely to be seen outside their 'base' if it can be called that, of the ruins, as their forces are innumerable and ever replenishing. They are the most likely faction to ally with the Cult, as most of their forces are mindless, serving the Necromancers or Cultists faithfully. The Unholy, beginning with the Necromancers that your Ancestor brought to this land, spread across the ruins, consuming all in their wake, the dead raising the dead, on and on down the years.

Targets who speak Deep Speech have Advantage on this saving throw. On failure, that creature takes 1d8 Psychic damage. Stressful Incantation: The Cultist Witch chants, and forces a target creature within 30 feet to make a Wisdom saving throw with DC 10. It disappears into dust when destroyed or after 1 minute. Summon Skeleton Rabble(1/Short Rest): The cultist witch summons a Skeleton Rabble to assist her in combat. If the Cultist Brawler moves his full move speed in a straight line, he may gain advantage on attack rolls with Rend, but all attacks against the brawler gain advantage until his next turn. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Purge these interlopers like the vermin they are. They ally themselves most often with the other forces attempting to take control of the various lands around the manor.

Now that their goal of reviving the thing beneath the manor is within grasp, however, they have stepped out into the light to stake their claim over your ancestral home. The cult has always been in the back of society, pulling the strings from the shadows.

All images originally from, the Darkest Dungeon Wiki, or the Darkest Dungeon game files.
