CultistCreature 1
Source Pathfinder NPC Core
Perception +4
Languages Common
Skills Lore +8, Deception +3, Intimidation +3, Occultism +4, Society +4, Stealth +6
Str +4, Dex +3, Con +2, Int +1, Wis -1, Cha +0
AC 17; Fort +7; Reflex +8; Will +4; (Will +2 vs. higher-ranking members of the cult)
HP 20
Speed 25 feet
Dagger
+7 (+3, -1) to hit (agile, versatile s) 1d4+4 PiercingDagger
+6 (+2, -2) to hit (agile, thrown 10, versatile s) 1d4+4 PiercingFist
+7 (+3, -1) to hit (agile, nonlethal, unarmed) 1d4+4 BludgeoningWill +2 vs. Higher Ranking Members of the CultFanatical Frenzy

Requirements The cultist has taken damage and is neither Fatigued nor already in a frenzy
Effect The cultist flies into a frenzy that lasts 1 minute. While frenzied, the cultist gains a +1 status bonus to attack rolls and a +2 status bonus to damage rolls, and they take a –2 penalty to AC. The cultist can't voluntarily stop their frenzy. After their frenzy, the cultist is fatigued.
Cultists have passed an initiation ritual to a secret sect or organization; now, they devote themselves to achieving their most perfect spiritual form.
Hidden secrets and occult powers have an irresistible lure for many. Since the majority of these NPCs are spellcasters, consider using alternative spell lists to adjust their themes.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
HumanA creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.