CREATURE 1
Perception +4
Languages Common
Skills Cult Lore +8 (applies to the cultist's own cult), Deception +3, Intimidation +3, Occultism +3, Society +4, Stealth +6
Str +4 Dex +3 Con +2 Int +1 Wis -1 Cha +0
Items dagger, cultist garb (functions as leather armor)
AC 17; Fort +7, Ref +8, Will +4 (+2 vs. higher-ranking members of the cult)
HP 20
Speed 25 feet
Melee dagger +7 (agile, versatile s), Damage 1d4+4 piercing
Ranged dagger +6 (agile, thrown 10 feet, versatile s), Damage 1d4+4 piercing
Fanatical Frenzy 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. While frenzied, the cultist gains a +1 status bonus to attack rolls and a +2 status bonus to damage rolls, and they take a –2 status penalty to AC. The cultist can't voluntarily stop their frenzy. After their frenzy, the cultist is fatigued.
Gamemastery Guide, page 229.
Open Cultist in the interactive creatures list or browse all creatures starting with C.