Bloom Cultist
Creature 5 (rare) — human, humanoid
Pre-Remaster content. May include legacy alignment.
~WeaverLANDhuman
Source: kingmaker-bestiary (Pre-Remaster)
Perception +13
Languages chthonian, common
Skills deception +11, intimidation +11, nature +13, religion +13
Str
+3
Dex
+3
Con
+2
Int
+0
Wis
+4
Cha
+0
Items Kukri, Robes
AC 22
Fort +11
Ref +12
Will +15
HP 75
Speed 25 feet
Offense
Melee Kukri (agile, finesse, trip) +13, Damage 1d6+5 slashing
Abilities
Absorb the Bloom (divine, manipulate) — The bloom cultist places a hand against the wall or floor in the Cradle of Lamashtu and utters a prayer to the Mother of Monsters. Filaments of fungus slither up into the cultist's flesh, healing 4d6 healing points of damage. The cultist can't Absorb the Bloom for 24 hours.
Divine Prepared Spells DC 21, attack +13
3rd Chilling Darkness
2nd Dispel Magic, Spiritual Weapon
1st Alarm, Command, Harm, Heal, Ray of Enfeeblement
Cantrips (3rd) Divine Lance, Forbidding Ward, Message, Read Aura, Shield
WORKS WELL WITH
AnvilLANDAnvil holds the line while divine spells and trip-enabled kukri strikes control engagement tempo.
CrasherLANDCrasher creates gaps in enemy formation that trip-reposition chains can widen into isolated duels.
FlankerLANDFlanker exploits tripped and off-guard targets for precision damage while the Weaver sustains divine pressure from mid-range.
PUNISHES
✖ standing still
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Bloom Cultist in the encounter builder — free, no install.
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