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Sea Cultist (Cleric 3/Thug 3)

CR 5

XP 1,600
Human cleric 3/rogue (thug) 3
CE Medium humanoid (human)
Init +7; Senses Perception +8


AC 18, touch 13, flat-footed 15 (+4 armor, +3 Dex, +1 natural)
hp 51 (6d8+21)
Fort +8, Ref +7, Will +6
Defensive Abilities evasion


Speed 30 ft.
Melee +1 sickle +9 (1d6+3)
Ranged mwk light crossbow +9 (1d8+1/19–20)
Special Attacks brutal beating (1 round), channel negative energy 2/day (DC 10, 2d6), frightening, sneak attack +2d6
Domain Spell-Like Abilities (CL 3rd; concentration +5)

5/daytouch of evil (1 round)
5/dayicicle (1d6+1 cold damage)

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

2ndfog cloud D, silence (DC 14), spiritual weapon
1stcommand (DC 13), divine favor, magic weapon, obscuring mist D
0 (at will)bleed (DC 12), create water, guidance, virtue
D Domain spell; Domains Evil, Water


Before Combat A cultist casts magic weapon and divine favor before combat.

During Combat The cultists flank with one another to make sneak attacks, taking turns to use their icicle spell-like abilities or cast spells such as command, spiritual weapon, or silence on spellcasters.

Morale The fanatical cultist fights to the death.


Str 13, Dex 16, Con 14, Int 10, Wis 14, Cha 8
Base Atk +4; CMB +5; CMD 18
Feats Great Fortitude, Improved Initiative, Power Attack, Toughness, Weapon Finesse
Skills Intimidate +8, Knowledge (local) +6, Knowledge (religion) +8, Linguistics +4, Perception +8, Sense Motive +8, Spellcraft +6, Stealth +11, Swim +9
Languages Abyssal, Common
SQ rogue talents (finesse rogue)
Combat Gear potion of cure moderate wounds; Other Gear masterwork chain shirt, masterwork light crossbow with 10 bolts, masterwork sickle, amulet of natural armor +1, cleric’s vestments, gold unholy symbol (worth 50 gp), 9 gp