The material below is Open Game Content
Cultist (6) CR 2
Male human cleric 2
CE Medium humanoid
Init –1; Senses Listen +2, Spot +2
AC 17, touch 9, flat-footed 17
(+8 armor, –1 Dex)
hp 19 (2d8+4+3)
Fort +5, Ref +1, Will +5
Spd 20 ft.
Melee morningstar +2 (1d8+1)
Spells Prepared (CL 2nd; CL 3rd chaotic or evil spells):
1st—doom (DC 13), inflict light wounds (2, DC 13), protection from good*
0—detect magic, inflict minor wounds (2, DC 12), read magic
- Domain spell (Chaos, Evil)
Before Combat The cultists cast protection from good upon themselves.
During Combat The cultists continue chanting with single-minded focus.
Morale The cultists continue chanting until they are killed or until they are prevented from doing so by the PCs, at which point they attempt to defend any still-chanting companions, sacrificing themselves if necessary to appease their summoned demon.
Str 13, Dex 8, Con 14, Int 10, Wis 15, Cha 12
Base Atk +1; Grp +2
Feats Lightning Reflexes, Toughness
Skills Concentration +8, Knowledge (the planes) +6, Profession (cultist) +5.
Gear morningstar, full plate