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Star Cultist in Pathfinder 2e

Star Cultist - Mystic 1
UNCOMMONBLUE, RED, BLACKMEDIUMHUMANOID

These cultists find exalted purpose in the veneration of the Zodiac Barons. The Stargazer took these worshipers under their patronage; in return, these adherents never question their leader or their agents. they devote themselves to achieving their most perfect spiritual form.
Recall Knowledge - Humanoid (Society): DC 15
Unspecific Lore: DC 13
Specific Lore: DC 10  
Perception +4
Languages Common
Skills Astrology Lore +8 , Deception +3 , Intimidation +3 , Occultism +3 , Society +4 , Stealth +6

STR +4 , DEX +3 , CON +2 , INT +1 , WIS -1 , CHA +0

Items cultist garb (functions as leather armor), dagger
AC 17
Saving Throws Fort +7, Ref +8, Will +4
HP20
Speed 25 feet
Melee Dagger +7 +3 / -1 (agile, versatile S) Damage Slashing    
Ranged Dagger +6 +3 / 0 (agile, thrown 10 feet, versatile S) Damage Piercing
Special Abilities Dubious Knowledge
Fanatical 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.
Starbat Familiar AC 17; Fort +7 , Ref +8 , Will +4 HP 5 Perception +2 , Acrobatics +2 , Stealth +2 ; Darkvision; Speed Fly 25ft; Snoop; Stored Spells: 1st Level Color Spray, Concordant Choir, Magic Missile, Object Reading, Sleep, Unseen Servant Cantrips Chill Touch, Dancing Lights, Daze, Haunting Hymn, Mage Hand, Phase Bolt, Protect Companion, Telekinetic Projectile, Time Sense, Warp Step
Spells Occult Spells DC 14 Spell Attack +4   Hex Cantrip Shroud of Night

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