Cultist
Cultists have passed an initiation ritual to a secret sect or organization; now, they devote themselves to achieving their most perfect spiritual form.
- AC
- 17
- HP
- 20
- Perc
- +4
- Fort
- +7
- Ref
- +8
- Will
- +4
- STR
- +4
- DEX
- +3
- CON
- +2
- INT
- +1
- WIS
- -1
- CHA
- +0
- dagger +7 1d4+4 piercing
- fist +7 1d4+4 bludgeoning
- dagger +6 1d4+4 piercing
- AC
- 17
- HP
- 20
- STR
- +4
- DEX
- +3
- CON
- +2
- INT
- +1
- WIS
- -1
- CHA
- +0
Cultists have passed an initiation ritual to a secret sect or organization; now, they devote themselves to achieving their most perfect spiritual form.
AC 17
Fort +7
Ref +8
Will +4 (or +2 vs. higher-ranking members of the cult)
HP 20
Speed 25 feet
Melee
[Single Action]
dagger +7 (Agile, versatile S),
Damage 1d4+4 piercing
Melee
[Single Action]
fist +7 (Agile, Nonlethal, Unarmed),
Damage 1d4+4 bludgeoning
Ranged
[Single Action]
dagger +6 (Agile, thrown 10 feet, versatile S),
Damage 1d4+4 piercing
Fanatical Frenzy [Single Action] Requirements The cultist has taken damage and is neither fatigued nor already in a frenzy; Effect The cultist flies into a frenzy that lasts 1 minute.