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Troop, Cultist

A band of violet-skinned elves raises their hands high as vile magic swirls in the air above them.

Cultist Troop CR 11

XP 12,800
CE Medium humanoid (elf, troop)
Init +9; Senses darkvision 120 ft.; Perception +22

DEFENSE

AC 21, touch 16, flat-footed 15 (+5 armor, +5 Dex, +1 dodge)
hp 144 (17d8+68); fast healing 5
Fort +11, Ref +12, Will +15; +2 vs. enchantments
Defensive Abilities swift healing, troop traits; Immune sleep; SR 16
Weaknesses light blindness

OFFENSE

Speed 30 ft.
Melee troop (4d6+5 plus poison)
Space 20 ft.; Reach 5 ft.
Special Attacks channel negative energy (DC 14, 3d6)
Spell-Like Abilities (CL 5th; concentration +7)
3/dayquickened blindness/deafness (DC 14), quickened dancing lights, quickened darkness, quickened dispel magic, quickened faerie fire, quickened hold person (DC 14)
1/dayresist energy, shield of faith

STATISTICS

Str 20, Dex 21, Con 18, Int 10, Wis 17, Cha 15
Base Atk +12; CMB +17; CMD 33 (can’t be tripped)
Feats Combat Casting, Dodge, Great Fortitude, Improved Initiative, Improved Lightning Reflexes, Iron Will, Lightning Reflexes, Mobility, Selective Channeling
Skills Knowledge (arcana) +5, Knowledge (religion) +5, Perception +22, Sense Motive +5, Spellcraft +5; Racial Modifiers +2 Perception
Languages Elven, Undercommon
SQ poison use, spellcasting

SPECIAL ABILITIES

Fast Channeling (Su)

Each round as a free action, one cultist activates its ability to channel negative energy. Note that the cultist can’t use Selective Channeling to select out a troop (this feat works normally for selecting out individual allies), so typically the troop places this effect outside of the troop’s area entirely.

Fast Healing (Sp)

The troop’s fast healing is a reflection of the fact that each round, some cultists cast cure spells on others.

Not all cultists use this ability simultaneously. The troop can gain fast healing in this manner for only up to 20 rounds per day. Activating this ability is a free action.

Poison (Ex)

Troop—injury; save DC 13; frequency 1/minute for 2 minutes; effect unconscious 1 minute/2d4 hours; cure 1 save.

Spell-Like Abilities (Sp)

This cultist troop’s spell-like abilities come from a mix of actual spell-like abilities and spells the individual cultists have prepared. When the troop uses a quickened spell-like ability, only one troop member creates the effect. This effect resolves normally. (These abilities are swift actions since the action of one member does not significantly change the troop’s overall actions). When a troop casts resist energy or shield of faith, this represents all the troop’s members casting the spell on themselves. The effects of the spell apply to the entire troop, and successful attacks of opportunity do not have a chance to disrupt the spell-like ability. Likewise, readied actions to disrupt spell-like abilities function only if they can affect the entire area occupied by the troop.

ECOLOGY

Environment any underground
Organization solitary or band (2–4)
Treasure standard

This troop of drow nobles is composed of clerics devoted to a demon lord. They have trained well to fight together and serve their fiendish master.

Section 15: Copyright Notice

Pathfinder Roleplaying Game Bestiary 6 © 2017, Paizo Inc.; Authors: Robert Brookes, Benjamin Bruck, John Compton, Paris Crenshaw, Adam Daigle, Crystal Frasier, James Jacobs, Thurston Hillman, Tim Hitchcock, Brandon Hodge, Jason Keeley, Isabelle Lee, Jason Nelson, Tim Nightengale, F. Wesley Schneider, David Schwartz, Mark Seifter, Todd Stewart, Josh Vogt, and Linda Zayas-Palmer.