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Necromancer Cultist (Human Spy 3/Necromancer 3)

Necromancer Cultist CR 5

XP 1,600
Human rogue (spy) 3/necromancer (undead) 3
CE Medium humanoid (human)
Init +3; Senses Perception +8


AC 18, touch 14, flat-footed 15 (+4 armor, +1 deflection, +3 Dex)
hp 38 (6 HD; 3d8+3d6+11)
Fort +4, Ref +8, Will +6
Defensive Abilities evasion


Speed 30 ft.
Melee mwk short sword +7 (1d6/19–20 plus poison)
Ranged mwk light crossbow +7 (1d8/19–20 plus poison)
Special Attacks channel negative energy (DC 12, 6/day, command only), sneak attack +2d6
Arcane School Spell-Like Abilities (CL 3rd; concentration +6)

6/daybolster (1 round)

Necromancer Spells Prepared (CL 3rd; concentration +6)

2ndacid arrow, false life, scorching ray
1stchill touch (DC 14), mage armor, ray of enfeeblement (DC 14), vanish
0 (at will)bleed (DC 13), detect magic, ray of frost, read magic, touch of fatigue (DC 13)
Opposition Schools Abjuration, Enchantment


Before Combat Before going out on patrol, a cultist casts false life and mage armor.

During Combat A cultist uses his bolster ability on his undead allies, while attacking opponents at range with his spells.

Morale A cultist fights to the death.

Base Statistics Without his spells, a cultist’s statistics are AC 14, touch 14, flat-footed 11; hp 30.


Str 10, Dex 16, Con 8, Int 16, Wis 13, Cha 10
Base Atk +3; CMB +3; CMD 17
Feats Combat Casting, Command Undead, Great Fortitude, Scribe Scroll, Toughness, Weapon Finesse
Skills Bluff +9, Craft (alchemy) +11, Diplomacy +8, Disable Device +7, Disguise +8, Intimidate +7, Knowledge (arcana) +12, Knowledge (religion) +12, Perception +8, Sense Motive +8, Spellcraft +10, Stealth +10, Use Magic Device +4
Languages Common, Draconic, Necril, one other
SQ arcane bond (amulet), focused arcane school (undead), poison use, rogue talents (swift poison), skilled liar
Combat Gear wand of command undead (6 charges), bloodroot poison (4 doses); Other Gear masterwork light crossbow with 20 bolts, masterwork short sword, cloak of resistance +1, ring of protection +1, spellbook (contains all prepared spells, plus all 0-level spells, command undead, and 1d3 random spells of level 1 and 2), spell component pouch, thieves’ tools, cultist amulet, 65 gp