Canker Cultist
Creature 3 (uncommon) — ghoul, undead, unholy
Pre-Remaster content. May include legacy alignment.
Source: abomination-vaults-bestiary (Pre-Remaster)
Perception +11
Skills acrobatics +9, athletics +10, intimidation +10, occultism +8, religion +8, stealth +9
Str
+4
Dex
+3
Con
+1
Int
+1
Wis
+3
Cha
+3
AC 19
Fort +7
Ref +9
Will +12
HP 45
Immunities bleed, death-effects, disease, paralyzed, poison, unconscious
Speed 30 feet, burrow 5 feet
Offense
Melee Jaws +12, Damage 1d8+6 piercing
Melee Claw +12, Damage 1d4+6 slashing
Abilities
Void Healing — Negative Healing
Consume Flesh (manipulate) — The cultist can regain Hit Points from any given corpse only once.
Ghoul Fever (disease) — 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 (incapacitation, occult) — 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 (move) — The cultist jumps up to half its Speed. This movement doesn't trigger reactions.
Spells
Chill Touch (rank 1)
Command (rank 1)
Daze (rank 1)
Grim Tendrils (rank 1)
Harm (rank 1)
Mage Hand (rank 1)
Phantom Pain (rank 1)
Ray of Enfeeblement (rank 1)
Telekinetic Projectile (rank 1)
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