🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Experienced Cultist of SezelrianCreature 8


UncommonMediumChaoticEvilOrc
Source Pathfinder Society Scenario #5-15: Cleansing the Flame
Perception +16 (darkvision)
Languages Common, Orcish
Skills Athletics +16, Crafting +18, Religion +18
Str +4, Dex +6, Con +3, Int +4, Wis +1, Cha +0

AC 26; Fort +16; Reflex +19; Will +13;
HP 135
Speed 25 feet
Resistances Fire 8

Flaming Mace One Action +18 (+13, +8) to hit (magical, shove) 2d6+11 Bludgeoning + 1d6 Fire
Alchemist's Fire (Moderate) One Action +17 (+12, +7) to hit (bomb, consumable, splash) 2d8 Fire + 2 Fire + 2 Fire
Acid Flask (Moderate) One Action +18 (+13, +8) to hit (bomb, consumable, splash) 2d6 Acid + 2 Acid

Sacred Fire

Any non-consumable weapon the cultist wields gains the effects of the flaming rune in addition to a +1 striking weapon rune.

Sacred Sabotage Two Actions

Frequency once per day


Effect The cultist of Sezelrian can draw a poison and quickly apply it to the weapon or unarmed attack of an adjacent ally.



Traits

Uncommon

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.

Orc

A creature with this trait is a member of the orc ancestry. These green-skinned people tend to have darkvision. A weapon with this trait is a weapon which orcs craft and use.