Cultist

Level 1
Creature· humanMediumRemaster
AC
17
HP
20
Speed
25 ft.
Perception
+4
Fort
+7
Ref
+8
Will
+4
Languages common
Skills stealth +6, occultism +4, society +4, deception +3, intimidation +3
Recall Knowledge DC 15 (society)

Attacks

Melee Dagger +7 (agile, versatile-s), Damage 1d4+4 piercing
Melee Dagger +6 (agile, thrown 10 ft., versatile-s), Damage 1d4+4 piercing
Melee Fist +7 (agile, nonlethal, unarmed), Damage 1d4+4 bludgeoning

Abilities

Will +2 vs. Higher Ranking Members of the Cult
Fanatical Frenzy

Requirements The cultist has taken damage and is neither Fatigued nor already in a frenzy


Effect The cultist flies into a frenzy that lasts 1 minute. While frenzied, the cultist gains a +1 status bonus to attack rolls and a +2 status bonus to damage rolls, and they take a –2 penalty to AC. The cultist can't voluntarily stop their frenzy. After their frenzy, the cultist is fatigued.

Cultists have passed an initiation ritual to a secret sect or organization; now, they devote themselves to achieving their most perfect spiritual form.


Hidden secrets and occult powers have an irresistible lure for many. Since the majority of these NPCs are spellcasters, consider using alternative spell lists to adjust their themes.