Cultist Troop

Level 5
Creature· evilGargantuanLegacy
AC
21
HP
90
Speed
25 ft.
Perception
+15
Fort
+15
Ref
+12
Will
+11
Weaknesses area-damage 5, cold-iron 5, splash-damage 2
Senses low-light-vision
Skills athletics +14
Recall Knowledge DC 20 (nature)

Abilities

Form Upinteraction
Troop Defenses
Troop Movement

Whenever a troop Strides, it first Forms Up as a free action to condense into a 20-foot-by–20-foot area (minus any missing squares), then moves up to its Speed. See Bestiary 3 for further details.

Wild Swing

1 to 3

Frequency once per round


Effect The cultists chaotically swing their weapons—from pixies' tiny rapiers to redcaps' scythes—at each enemy adjacent to the troop (DC 22 reflex save), dealing a small amount of damage to the troop at the same time. The damage depends on the number of actions.

1 (1d12+1)[slashing] damage to enemies and 1d4 slashing damage to the troop

2 (2d12+1)[slashing] damage and (1d4+2)[slashing] damage to the troop

3 (2d12+5)[slashing] damage and 2d4 slashi