Necromancer Cultist CR 5
Speed 30 ft.
Melee mwk short sword +7 (1d6/19–20 plus poison)
Ranged mwk light crossbow +7 (1d8/19–20 plus poison)
Special Attacks channel negative energy (DC 12, 6/day, command only), sneak attack +2d6
Arcane School Spell-Like Abilities (CL 3rd; concentration +6)
6/day—bolster (1 round)
Necromancer Spells Prepared (CL 3rd; concentration +6)
2nd—acid arrow, false life, scorching ray
1st—chill touch (DC 14), mage armor, ray of enfeeblement (DC 14), vanish
0 (at will)—bleed (DC 13), detect magic, ray of frost, read magic, touch of fatigue (DC 13)
Opposition Schools Abjuration, Enchantment
During Combat A cultist uses his bolster ability on his undead allies, while attacking opponents at range with his spells.
Morale A cultist fights to the death.
Base Statistics Without his spells, a cultist’s statistics are AC 14, touch 14, flat-footed 11; hp 30.
Str 10, Dex 16, Con 8, Int 16, Wis 13, Cha 10
Base Atk +3; CMB +3; CMD 17
Feats Combat Casting, Command Undead, Great Fortitude, Scribe Scroll, Toughness, Weapon Finesse
Skills Bluff +9, Craft (alchemy) +11, Diplomacy +8, Disable Device +7, Disguise +8, Intimidate +7, Knowledge (arcana) +12, Knowledge (religion) +12, Perception +8, Sense Motive +8, Spellcraft +10, Stealth +10, Use Magic Device +4
Languages Common, Draconic, Necril, one other
SQ arcane bond (amulet), focused arcane school (undead), poison use, rogue talents (swift poison), skilled liar
Combat Gear wand of command undead (6 charges), bloodroot poison (4 doses); Other Gear masterwork light crossbow with 20 bolts, masterwork short sword, cloak of resistance +1, ring of protection +1, spellbook (contains all prepared spells, plus all 0-level spells, command undead, and 1d3 random spells of level 1 and 2), spell component pouch, thieves’ tools, cultist amulet, 65 gp