Deskari Cultist
CREATURE 2 +5
Chthonian, Common
Deception +4, Deskari Lore +9, Intimidation +4, Occultism +4, Society +5, Stealth +7
Str +5, Dex +3, Con +2, Int +1, Wis -1, Cha +0
AC 19; Fort +8, Ref +9, Will +5; -2 will vs. higher-ranking members of the cult
HP 30
-2 Will Vs. Higher-Ranking Members of the Cult
25 feet
Melee Dagger +9 (agile, finesse, versatile s), Damage 1d4+5 piercing
Melee Dagger +9 (agile, thrown 10, versatile s), Damage 1d4+5 piercing
Fanatical Frenzy
The cultist has taken damage and is neither Fatigued nor already in a frenzy
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.
Pathfinder Society Scenario #5-19: Demonic AfterpartyOGL