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Cultist of TormentCreature 10


MediumHumanoid
Source Pathfinder Adventure Path: Hell's Destiny
Perception +18 (low light vision)
Languages Alghollthu, Azlanti, Common
Skills Athletics +22, Intimidation +17, Medicine +17, Occultism +19, Stealth +19, Survival +17
Str +7, Dex +3, Con +4, Int +5, Wis +2, Cha +3

AC 30; Fort +22; Reflex +19; Will +16;
HP 170
Speed 20 feet (swim 40 feet)

Trident One Action +23 (+18, +13) to hit (magical) 2d8+13 Piercing
Trident One Action +23 (+18, +13) to hit (magical, thrown 20) 2d8+13 Piercing
Psychic Shock One Action +23 (+18, +13) to hit (magical, mental, spirit) 2d8 Mental

Alleviation Vulnerability

Whenever an effect restores at least one foe within 30 feet of the cultist to the target's full Hit Points, the cultist takes 2d8 mental damage.

Amplify Torment

The cultist's Strikes deal an additional 1d8 mental damage to creatures that are injured. This additional damage increases to 1d12 mental if the target has fewer than half its HP remaining.



Traits

Common

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.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.