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Cultist (Human Commoner 1 / Warrior 3)

Cultist CR 3

XP 600
Human commoner 1/warrior 3
N Medium humanoid (human)
Init +0; Senses Perception +4

DEFENSE

AC 13, touch 10, flat-footed 13 (+2 armor, +1 shield)
hp 26 (1d6+3d10+7)
Fort +4, Ref +1, Will +3

OFFENSE

Speed 30 ft.
Melee club +6 (1d6+2)
Ranged throwing axe +2 (1d6+2)
STATISTICS

Str 15, Dex 10, Con 12, Int 11, Wis 8, Cha 10
Base Atk +3; CMB +5; CMD 15
Feats Athletic, Iron Will, Weapon Focus (club)
Skills Climb +7, Handle Animal +4, Knowledge (religion) +2, Perception +4, Perform (dance) +1, Profession (farmer) +6, Swim +7
Languages Polyglot
Gear leather armor, light wooden shield, club, throwing axes (2)

First-hand experience hones their faith into an unbreakable confidence, transforming even simple farmers into fierce soldiers when called upon to defend their god or beliefs. Their fanaticism is especially compelling as their rewards and punishments await them in this life rather than being promised in some shadowy hereafter.