Canker CultistCreature 3
Source Pathfinder #163: Ruins of Gauntlight
Perception +11 (darkvision)
Languages Aklo, Common, Necril, Sakvroth
Skills Acrobatics +9, Athletics +10, Intimidation +10, Occultism +8, Religion +8, Stealth +9
Str +4, Dex +3, Con +1, Int +1, Wis +3, Cha +3
AC 19; Fort +7; Reflex +9; Will +12;
HP 45 (void healing)
Speed 30 feet (burrow 5 feet)
Immunities bleed, death effects, disease, paralyzed, poison, unconscious
Jaws
+12 (+7, +2) to hit (unarmed) 1d8+6 PiercingClaw
+12 (+8, +4) to hit (agile, unarmed) 1d4+6 SlashingVoid Healing
A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.
Consume Flesh
(manipulate)Requirements The Canker cultist is adjacent to the corpse of a creature that died within the last hour, or is carrying a specially prepared lump of decaying flesh.
Effect The Canker cultist devours a chunk of the corpse or the lump of decaying flesh and regains Hit Points. They regain 1d6 healing Hit Points from consuming the flesh of a creature that died within the last hour, and 2d6 healing Hit Points from the lump.
The cultist can regain Hit Points from any given corpse only once.
Ghoul Fever (disease)Saving Throw DC 20 fortitude
Stage 1 carrier with no ill effect (1 day)
Stage 2 2d6 void damage and regains half as many Hit Points from all healing (1 day)
Stage 3 as stage 2 (1 day)
Stage 4 2d6 void damage and gains no benefit from healing (1 day)
Stage 5 as stage 4 (1 day)
Stage 6 dead, and rises as a Actor.Ghoul the next midnight.
Paralysis (incapacitation, occult)Any living, non-elf creature hit by a Canker cultist's attack must succeed at a DC 20 fortitude save or become Paralyzed. It can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save.
Swift Leap
(move)The cultist jumps up to half its Speed. This movement doesn't trigger reactions.
Occult Prepared Spells (DC 20, +12 to hit)
Cantrips (2nd Level): Chill Touch, Daze, Mage Hand, Telekinetic Projectile
1st Level: Command, Grim Tendrils, Harm, Phantom Pain, Ray of Enfeeblement
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
GhoulGhouls are vile undead creatures that feast on flesh.
UndeadOnce living, these creatures were infused after death with void energy and soul-corrupting unholy magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by vitality energy and are healed by void energy, and don't benefit from healing vitality effects.
UnholyEffects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.