Cultist Troop
Level 5Creature· 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 Up◆interaction
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