Canker Cultist

CREATURE 3

uncommon ce medium ghoul undead 

Ghoul zealot (Bestiary 168)

Perception +11; darkvision

Languages Aklo, Common, Necril, Undercommon

Skills Acrobatics +9, Athletics +10, Intimidation +10, Occultism +8, Religion +8, Stealth +9

Str +4 Dex +3 Con +1 Int +1 Wis +3 Cha +3

Items 2 lumps of decayed flesh strung on a necklace

AC  19; Fort +7, Ref +9, Will +12

HP 45, negative healing; Immunities death effects, disease, paralyzed, poison, unconscious

Speed 30 feet, burrow 5 feet

Melee [>] jaws +12, Damage 1d8+6 piercing plus ghoul fever and paralysis

Melee [>] claw +12 (agile), Damage 1d4+6 slashing plus paralysis

Occult Prepared Spells DC 20, attack +12; 2nd harm, phantom pain; 1st command, grim tendrils, ray of enfeeblement; Cantrips (2nd) chill touch, daze, mage hand, telekinetic projectile

Consume Flesh [>] (manipulate) Requirements The Canker cultist is adjacent to the corpse of a creature that died within the last hour, or is carrying a specially prepared lump of decaying flesh; Effect The Canker cultist devours a chunk of the corpse or the lump of decaying flesh and regains Hit Points. They regain 1d6 Hit Points from consuming the flesh of a creature that died within the last hour, and 2d6 Hit Points from the lump. The cultist can regain Hit Points from any given corpse only once.

Ghoul Fever (disease) Saving Throw DC 20 Fortitude; Stage 1 carrier with no ill effects (1 day); Stage 2 2d6 negative damage and regains half as many Hit Points from all healing (1 day); Stage 3 as stage 2 (1 day); Stage 4 2d6 negative damage and gains no benefit from healing (1 day); Stage 5 as stage 4 (1 day); Stage 6 dead, and rises as a ghoul the next midnight

Paralysis (incapacitation, occult, necromancy) Any living, non-elf creature hit by a Canker cultist's attack must succeed at a DC 20 Fortitude save or become paralyzed. It can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each save.

Swift Leap [>] The cultist jumps up to half its Speed. This movement doesn't trigger reactions.

AV1, page 41.

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