Canker Cultist

Level 3
Creature· chaoticUncommonMediumLegacy
AC
19
HP
45
Speed
30 ft.
Perception
+11
Fort
+7
Ref
+9
Will
+12
Immunities bleed, death-effects, disease, paralyzed, poison, unconscious
Languages aklo, common, necril, sakvroth
Senses darkvision
Skills athletics +10, intimidation +10, acrobatics +9, stealth +9, occultism +8, religion +8
Other Speeds burrow 5 ft.
Recall Knowledge DC 20 (religion)

Attacks

Melee Jaws +12 (unarmed), Damage 1d8+6 piercing
Melee Claw +12 (agile, unarmed), Damage 1d4+6 slashing

Abilities

Void Healing
Consume Flesh

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 healing Hit Points from consuming the flesh of a creature that died within the last hour, and 2d6 healing Hit Points from the lump.

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

Ghoul Fever

Saving Throw DC 20 fortitude


Stage 1 carrier with no ill effect (1 day)

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

Stage 3 as stage 2 (1 day)

Stage 4 2d6 void 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

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

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