In combat, the cultist’s plan is simple. They draw their own blood with their knife, causing a bleed effect that will cause swarms of ooze to seep from their wound. After that, they tend to fight defensively or take cover, stabilizing themselves when they near death.
Cultist CR 2
CE Medium Swarmblooded Bloodrager Humanoid (vermin)
Init +2
DEFENSE
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 armor)
hp 21
Fort +7, Ref +2, Will +1
OFFENSE
Speed 40 ft.
Melee bone deer horn knife +0 (1d4-3)
Ranged crossbow +3 (1d6)
STATISTICS
Str 8, Dex 14, Con 24, Int 7, Wis 12, Cha 12
Base Atk +1; CMB +0; CMD 11
Feats toughness, splintering weapon
Skills disguise +5, stealth +3
Languages Common
SPECIAL ABILITIES
1/day, cast stabilize
Swarm Bleed (Ex)
Upon taking critical or bleed damage, or dying, creates a melancholic ooze swarm that the cultist is immune to.
Bloodrage (Su)
11 rounds/day, get +4 strength and constitution, +2 will, -2 AC, crits stagger (DC 18), fatigued afterwards.