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Cleansed CultistCreature 6


RareCEMediumHumanHumanoid
Source
Perception +12
Languages Common
Skills Athletics +13, Deception +13, Intimidation +13, Occultism +11, Society +11, Stealth +14
Str +2, Dex +4, Con +2, Int +0, Wis +2, Cha +2

AC 24; Fort +12; Reflex +16; Will +14;
HP 100
Speed 25 feet

Shortsword One Action +17 (+13, +9) to hit (agile, finesse, magical, versatile s) 1d6+5 Piercing
Dagger One Action +16 (+12, +8) to hit (agile, finesse, thrown 10, versatile s) 1d4+5 Piercing
Dagger One Action +16 (+12, +8) to hit (agile, finesse, thrown 10, versatile s) 1d4+5 Piercing

Release the Inmost Worm Two Actions (mental, necromancy, occult)

The cleansed cultist makes fists with both hands, pressing them to their temples so that their outward pointing thumbs extend to the left and right while they cry out in painful religious rapture. The hourglass-shaped scar on their forehead bulges briefly before a bloody worm is expelled from the center of the scar. This worm shoots through the air to target a single creature within 30 feet, who must then attempt a DC 24 fortitude save. The cultist can't Release the Inmost Worm again for 1d4 rounds.


Critical Success The target is unaffected.

Success The worm lands on the target and causes agonizing pain before dropping to the floor and fading away. The target takes 3d6 mental damage.

Failure The worm lands on the target and burrows into their flesh, leaving no trace of a hole. The target seems to age rapidly for a moment, takes 6d6 mental damage, and is Stupefied 1 for 1 round before the pain fades and the target returns to its actual age.

Critical Failure As failure, but the target also takes 6d6 Persistent mental Damage. The target remains stupefied 1 as long as the mental damage persists, during which they appear to be aging rapidly. Once the persistent damage ends, the target's appearance reverts to normal.

Sneak Attack

The cleansed cultist deals an extra 2d6 precision damage to flat-footed creatures.


When the monster Strikes a creature that has the Flat-Footed condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged weapon attack, it also deals the listed precision damage. For a ranged attack with a thrown weapon, that weapon must also be an agile or finesse weapon.

Twin Feint Two Actions

The cultist makes two Strikes, one with their shortsword and one with their dagger, both against the same target. The target is automatically Flat-Footed against the second attack. Apply the cultist's multiple attack penalty to the Strikes normally.



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.