Showing0entries
Sorted A-Z
Monsters

Cultist Troop

AC 21

commonFeyTroop
Lvl 5FeyTroop
AC
21
HP
90
Perc
+15
Fort
+15
Ref
+12
Will
+11
STR
+5
DEX
+1
CON
+4
INT
+1
WIS
+0
CHA
+3
Speed25 ft
AC
21
HP
90
STR
+5
DEX
+1
CON
+4
INT
+1
WIS
+0
CHA
+3

AC 21

Fort +15

Ref +12

Will +11

HP 90

(16 squares)

Weaknesses area damage 5, cold iron 5, splash damage 2

Speed 25 feet; troop movement

Form Up [Single Action]

Troop Movement Whenever a troop Strides, it first Forms Up as a free action to condense into a 20-foot-by–20-foot area (minus any missing squares), then moves up to its Speed.

Wild Swing [Single Action to Three Actions] Frequency once per round; Effect The cultists chaotically swing their weapons—from pixies' tiny rapiers to redcaps' scythes—at each enemy adjacent to the troop (DC 22 basic Reflex save), dealing a small amount of damage to the troop at the same time.