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Canker Cultist

Creature 3 (uncommon) — ghoul, undead, unholy

Pre-Remaster content. May include legacy alignment.

FlankerWeaverLANDSUBTERRANEANundeadghoul

Source: abomination-vaults-bestiary (Pre-Remaster)

Perception +11; darkvision
Languages aklo, common, necril, sakvroth
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
Items Lump of Decayed Flesh Strung on a Necklace (2)
AC 19 Fort +7 Ref +9 Will +12
HP 45 (void healing)
Immunities bleed, death-effects, disease, paralyzed, poison, unconscious
Speed 30 feet, burrow 5 feet

Offense

Melee Jaws (unarmed) +12, Damage 1d8+6 piercing plus Ghoul Ghoul Fever, Ghoul Paralysis
Melee Claw (agile, unarmed) +12, Damage 1d4+6 slashing plus Ghoul Paralysis

Abilities

Void Healing — A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.
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.
Occult Prepared Spells DC 20, attack +12
1st Command, Grim Tendrils, Harm, Phantom Pain, Ray of Enfeeblement
Cantrips (2nd) Chill Touch, Daze, Mage Hand, Telekinetic Projectile

WORKS WELL WITH

AnvilLAND / SUBTERRANEANAn Anvil pins enemies in engagement range so the Flanker's paralysis rider lands round after round without needing to chase.
CrasherLAND / SUBTERRANEANThe Crasher's burst damage capitalizes on paralyzed targets that cannot defend themselves, converting control into kills.
SnareLAND / SUBTERRANEANBurrow mobility lets the Flanker drive enemies into hazard zones while the Snare controls approach vectors through underground terrain.

PUNISHES

✖ low Fortitude✖ standing still✖ melee reliance
overlapping mobility demands as multiple Flankers compete for the best approach routes
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder #163: Ruins of Gauntlight.

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