Bestiary‎ > ‎NPCs‎ > ‎NPCs (CR 2)‎ > ‎

Cultist (Human Cleric 3)

Cultist CR 2

XP 600
Human cleric 3
NE Medium humanoid
Init +1; Senses Perception +3

DEFENSE

AC 18, touch 11, flat-footed 17 (+6 armor, +1 Dex, +1 shield)
hp 16 (3d8+3)
Fort +4, Ref +2, Will +5

OFFENSE

Speed 20 ft.
Melee mwk sickle +3 (1d6)
Ranged dart +3 (1d4)
Special Attacks channel negative energy 6/day (DC 14, 2d6)

Domain Spell-Like Abilities (CL 3rd; concentration +5)

6/day—rebuke death (1d4+1), touch of evil (1 round)

Cleric Spells Prepared (CL 3rd; concentration +5)

2ndcure moderate woundsD, death knell (DC 14), hold person (DC 14)
1stbane (DC13), cause fear (DC 13), cure light woundsD, doom (DC 13)
0 (at will)bleed (DC 12), guidance, light, resistance

D domain spell; Domains Evil, Healing

STATISTICS

Str 10, Dex 13, Con 12, Int 8, Wis 15, Cha 16
Base Atk +2; CMB +2; CMD 13
Feats Alignment Channel, Combat Casting, Selective Channeling
Skills Knowledge (planes) +4, Knowledge (religion) +4, Linguistics +4, Perception +3, Sense Motive +6, Spellcraft +3
Languages Abyssal, Common, Infernal
Combat Gear bloodroot poison (1 dose), vials of unholy water (2); Other Gear chainmail, light steel shield, darts (4), masterwork sickle, silver unholy symbol
Boon A cultist can hide the PCs or others they designate within a secret cult sanctuary for up to 3 days. They could also plant false evidence implicating an NPC as a cult member.