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Usij CultistCreature 1


UncommonNEMediumHumanHumanoid
Source Pathfinder Society Scenario #2-21: In Pursuit of Water
Perception +8
Languages Common, Daemonic
Skills Athletics +7, Deception +6, Religion +6
Str +4, Dex +0, Con +2, Int +0, Wis +3, Cha +1

AC 16; Fort +7; Reflex +5; Will +8;
HP 21
Speed 25 feet

Dagger One Action +7 (+3, -1) to hit (agile, finesse, versatile s) 1d4+4 Piercing
Whip One Action +7 (+2, -3) to hit (disarm, finesse, nonlethal, reach 10, trip) 1d4+4 Slashing
Dagger One Action +5 (+1, -3) to hit (agile, thrown 10, versatile s) 1d4+4 Piercing

Death Frenzy Reaction

Trigger The Usij cultist is reduced to 0 Hit Points, and the cultist can see or hear a div within 60 feet


Effect The Usij cultist makes a melee Strike before dying.


Divine Prepared Spells (DC 17, +9 to hit)

Cantrips (1st Level): Daze, Detect Magic, Divine Lance, Guidance, Shield
1st Level: Bane, Harm, Heal



Traits

Uncommon

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.

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.