Cultist CR 2
Speed 30 ft.
Melee mwk short sword +5 (1d6+1/19–20)
Ranged heavy crossbow +4 (1d10/19–20)
Special Attacks channel negative energy 3/day (DC 11, 2d6)
Domain Spell-Like Abilities (CL 3rd; concentration +5)
5/day—bleeding touch, copycat (3 rounds)
Spells Prepared (CL 3rd; concentration +5)
D Domain spell; Domains Death, Trickery
Str 12, Dex 15, Con 13, Int 10, Wis 14, Cha 10
Base Atk +2; CMB +3; CMD 15
Feats Improved Initiative, Stealthy, Weapon Finesse
Skills Acrobatics +4, Bluff +5, Escape Artist +4, Knowledge (local) +3, Knowledge (religion) +4, Sleight of Hand +4, Stealth +9
Combat Gear acid flask (3); Other Gear +1 studded leather, heavy crossbow with 10 bolts, masterwork short sword, black mask, egg
As the most proactive worshipers, the Cult embraces its patron’s role as god of murder. Many members hold conventional jobs and social positions, staying close to those they slaughter in the guise of business partners, maids, or military commanders.