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Bloom CultistCreature 5


RareCEMediumHumanHumanoid
Source Pathfinder Kingmaker
Perception +13
Languages Abyssal, Common
Skills Deception +11, Intimidation +11, Nature +13, Religion +13
Str +3, Dex +3, Con +2, Int +0, Wis +4, Cha +0

AC 22; Fort +11; Reflex +12; Will +15;
HP 75
Speed 25 feet

Kukri One Action +13 (+9, +5) to hit (agile, finesse, trip) 1d6+5 Slashing

Absorb the Bloom One Action (divine, manipulate, necromancy)

The bloom cultist places a hand against the wall or floor in the Cradle of Lamashtu and utters a prayer to the Mother of Monsters. Filaments of fungus slither up into the cultist's flesh, healing 4d6 points of damage. The cultist can't Absorb the Bloom for 24 hours.


Divine Prepared Spells (DC 21, +13 to hit)

Cantrips (3rd Level): Divine Lance, Forbidding Ward, Message, Read Aura, Shield
1st Level: Alarm, Command, Harm, Heal, Ray of Enfeeblement
2nd Level: Dispel Magic, Spiritual Weapon
3rd Level: Chilling Darkness

Rituals

1st Level: Monstrous Bloom



Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Human

A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.