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Bloom Cultist

This creature did not include a description.

Recall Knowledge - Humanoid (Society): DC 25
Unspecific Lore: DC 23
Specific Lore: DC 20

Elite | Normal | Weak
Proficiency without Level

Changes from being Elite are marked in red below.
NOTE: The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.

Elite Bloom CultistCreature 6

Legacy Content

Rare CE Medium Human Humanoid 
Source Kingmaker Adventure Path pg. 240
Perception +15
Languages Abyssal, Common
Skills Deception +13, Intimidation +13, Nature +15, Religion +15
Str +3, Dex +3, Con +2, Int +0, Wis +4, Cha +0
Items +1 kukri, robes
AC 24; Fort +13, Ref +14, Will +17
HP 95
Speed 25 feet
Melee [one-action] kukri +15 [+11/+7] (agile, finesse, trip), Damage 1d6+2+5 slashingDivine Spells Prepared DC 23, attack +15 (+4 dmg); 3rd chilling darkness, harm; 2nd dispel magic, heal, spiritual weapon; 1st alarm, command, ray of enfeeblement; Cantrips (3rd) divine lance, forbidding ward, message, read aura, shield
Rituals (+4 dmg); 1st monstrous bloom
Absorb the Bloom [one-action] (divine, manipulate, necromancy) The bloom cultist places a hand against the wall or floor in the Cradle of Lamashtu and utters a prayer to the Mother of Monsters. Filaments of fungus slither up into the cultist's flesh, healing 4d6 points of damage. The cultist can't Absorb the Bloom for 24 hours.