Rustworn Cultist

Rustworn Cultist

Creature 1

CE cultist

Perception +4

Languages Common

Skills Deception +3, Intimidation +3, Cult Lore (applies to the cultist’s own cult) +8, Occultism +3, Society +4, Stealth +6

Str +4, Dex +3, Con +2, Int +1, Wis –1, Cha +0

Items dagger, cultist garb (functions as leather armor)

AC 17; Fort +7, Ref +8, Will +4 (or +2 vs. higher-ranking members of the cult)

HP 20

Speed 25 feet

Melee dagger +7 (agile, versatile S), Damage 1d4+4 piercing

Ranged dagger +6 (agile, thrown 10 feet, versatile S), Damage 1d4+4 piercing

Fanatical Frenzy Requirements The cultist has taken damage and is neither fatigued nor already in a frenzy; Effect The cultist flies into a frenzy that lasts 1 minute. While frenzied, the cultist gains a +1 status bonus to attack rolls and a +2 status bonus to damage rolls, and they take a –2 status penalty to AC. The cultist can’t voluntarily stop their frenzy. After their frenzy, the cultist is fatigued.

Cultist

Excessively zealous, a cultist finds exalted purpose in their sect. Never questioning their leader, they devote themselves to achieving their most perfect spiritual form.