pf2e.fyi

Cultist

CREATURE 1

Cultists have passed an initiation ritual to a secret sect or organization; now, they devote themselves to achieving their most perfect spiritual form.


Hidden secrets and occult powers have an irresistible lure for many. Since the majority of these NPCs are spellcasters, consider using alternative spell lists to adjust their themes.


Perception +4
Languages Common
Skills Cult Lore (for the cultist's own cult) +8, Deception +3, Intimidation +3, Occultism +4, Society +4, Stealth +6
Str +4, Dex +3, Con +2, Int +1, Wis -1, Cha +0

AC 17; Fort +7, Ref +8, Will +4 (or +2 vs. higher-ranking members of the cult); (Will +2 vs. higher-ranking members of the cult)
HP 20
Will +2 vs. Higher Ranking Members of the Cult

Speed 25 feet
Melee Dagger +7 (agile, versatile s), Damage 1d4+4 piercing
Melee Dagger +6 (agile, thrown 10, versatile s), Damage 1d4+4 piercing
Melee Fist +7 (agile, nonlethal, unarmed), Damage 1d4+4 bludgeoning
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 penalty to AC. The cultist can't voluntarily stop their frenzy. After their frenzy, the cultist is fatigued.
Pathfinder NPC CoreORC