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Cleansed Cultist

Creature 6 (rare) — human, humanoid

Pre-Remaster content. May include legacy alignment.

FlankerShadeLANDhumanhumanoid

Source: kingmaker-bestiary (Pre-Remaster)

Perception +12
Languages common
Skills athletics +13, deception +13, intimidation +13, occultism +11, society +11, stealth +14
Str
+2
Dex
+4
Con
+2
Int
+0
Wis
+2
Cha
+2
Items Dagger, Shortsword, Leather Armor, Hourglass
AC 24 Fort +12 Ref +16 Will +14
HP 100
Speed 25 feet

Offense

Melee Shortsword (agile, finesse, magical, versatile-s) +17, Damage 1d6+5 piercing
Ranged Dagger (agile, finesse, thrown-10, versatile-s) +16, Damage 1d4+5 piercing
Ranged Dagger (agile, finesse, thrown-10, versatile-s) +16, Damage 1d4+5 piercing

Abilities

Release the Inmost Worm (mental, occult) — The cleansed cultist makes fists with both hands, pressing them to their temples so that their outward pointing thumbs extend to the left and right while they cry out in painful religious rapture. The hourglass-shaped scar on their forehead bulges briefly before a bloody worm is expelled from the center of the scar. This worm shoots through the air to target a single creature within 30 feet, who must then attempt a DC 24 Fortitude save. The cultist can't Release the Inmost Worm again for 1d4 rounds.

Critical Success The target is unaffected.

Success The worm lands on the target and causes agonizing pain before dropping to the floor and fading away. The target takes 3d6 mental damage.

Failure The worm lands on the target and burrows into their flesh, leaving no trace of a hole. The target seems to age rapidly for a moment, takes 6d6 mental damage, and is Stupefied 1 for 1 round before the pain fades and the target returns to its actual age.

Critical Failure As failure, but the target also takes 6d6 persistent mental damage. The target remains stupefied 1 as long as the mental damage persists, during which they appear to be aging rapidly. Once the persistent damage ends, the target's appearance reverts to normal.
Sneak Attack — The cleansed cultist deals an extra 2d6 precision damage to Off-Guard creatures.
Twin Feint — The cultist makes two Strikes, one with their shortsword and one with their dagger, both against the same target. The target is automatically Off-Guard against the second attack. Apply the cultist's multiple attack penalty to the Strikes normally.

WORKS WELL WITH

AnvilLANDa frontline anchor occupies enemy attention while twin feint combos create and exploit off-guard conditions
WeaverLANDspellcasters debuff enemy perception and mobility making off-guard setup more reliable
CrasherLANDheavy melee pressure splits enemy focus while twin feint guarantees sneak attack damage on the primary target

PUNISHES

✖ low perception✖ standing still
stacking off-guard enablers without varied control reduces tactical depth
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 Kingmaker.

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