Deskari CultistCreature 2
Source Pathfinder Society Scenario #5-19: Demonic Afterparty
Perception +5
Languages Chthonian, Common
Skills Lore +9, Deception +4, Intimidation +4, Occultism +4, Society +5, Stealth +7
Str +5, Dex +3, Con +2, Int +1, Wis -1, Cha +0
AC 19; Fort +8; Reflex +9; Will +5; -2 will vs. higher-ranking members of the cult
HP 30
Speed 25 feet
Dagger
+9 (+5, +1) to hit (agile, finesse, versatile s) 1d4+5 PiercingDagger
+9 (+5, +1) to hit (agile, thrown 10, versatile s) 1d4+5 Piercing-2 Will 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 status penalty to AC. The cultist can't voluntarily stop their frenzy. After their frenzy, the cultist is fatigued.
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.
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.