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Canker CultistCreature 3

Source Pathfinder #163: Ruins of Gauntlight
Perception +11 (darkvision)
Languages Aklo, Common, Necril, Undercommon
Skills Acrobatics +9, Athletics +10, Intimidation +10, Occultism +8, Religion +8, Stealth +9
Str +4, Dex +3, Con +1, Int +1, Wis +3, Cha +3

AC 19; Fort +7; Reflex +9; Will +12;
HP 45 (negative healing)
Speed 30 feet (burrow 5 feet)
Immunities death effects, disease, paralyzed, poison, unconscious

Jaws One Action +12 (+7, +2) to hit 1d8+6 Piercing
Claw One Action +12 (+8, +4) to hit (agile) 1d4+6 Slashing


A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Negative Healing

A creature with negative healing draws health from negative energy rather than positive energy. It is damaged by positive damage and is not healed by positive healing effects. It does not take negative damage, and it is healed by negative effects that heal undead.

Consume Flesh One Action (manipulate)

Requirements The Canker cultist is adjacent to the corpse of a creature that died within the last hour, or is carrying a specially prepared lump of decaying flesh.

Effect The Canker cultist devours a chunk of the corpse or the lump of decaying flesh and regains Hit Points. They regain 1d6 Hit Points from consuming the flesh of a creature that died within the last hour, and 2d6 Hit Points from the lump.

The cultist can regain Hit Points from any given corpse only once.

Ghoul Fever (disease)

Saving Throw DC 20 fortitude

Stage 1 carrier with no ill effect (1 day)

Stage 2 2d6 negative damage and regains half as many Hit Points from all healing (1 day)

Stage 3 as stage 2 (1 day)

Stage 4 2d6 negative damage and gains no benefit from healing (1 day)

Stage 5 as stage 4 (1 day)

Stage 6 dead, and rises as a Ghoul the next midnight.

Paralysis (incapacitation, necromancy, occult)

Any living, non-elf creature hit by a Canker cultist's attack must succeed at a DC 20 fortitude save or become Paralyzed. It can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save.

Swift Leap One Action (move)

The cultist jumps up to half its Speed. This movement doesn't trigger reactions.

Occult Prepared Spells (DC 20, +12 to hit)

Cantrips (2nd Level): Chill Touch, Daze, Mage Hand, Telekinetic Projectile
1st Level: Command, Grim Tendrils, Harm, Phantom Pain, Ray of Enfeeblement



Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.