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The First Faithful

This creature did not include a description.

Recall Knowledge - Fiend (Religion): DC 41
Recall Knowledge - Humanoid (Society): DC 41
Unspecific Lore: DC 39
Specific Lore: DC 36

Elite | Normal | Weak
Proficiency without Level

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

Weak The First FaithfulCreature 12

Legacy Content

Unique CE Medium Fiend Human Humanoid 
Source Kingmaker Companion Guide pg. 80
Male fiend-warped human cleric of Yhidothrus 13
Perception +24; darkvisiondarkvision
Languages Abyssal, Common
Skills Deception +25, Intimidation +25, Occultism +21, Religion +26, Society +21
Str +3, Dex +2, Con +2, Int +1, Wis +5, Cha +4
Items cultist robes, major staff of necromancy
AC 32; Fort +22, Ref +18, Will +24
HP 220; Immunities poison; Resistances acid 15, all physical 15 (except cold iron); Weaknesses good 15
Attack of Opportunity [reaction] Worm jaws only.
Speed 25 feet
Melee [one-action] staff +19 [+14/+9] (two-hand d8), Damage 1d4-2+3 bludgeoningMelee [one-action] worm jaws +23 [+19/+15] (agile, reach 10 feet), Damage 3d8-2+6 piercing plus 2d8 poisonDivine Prepared Spells DC 32, attack +22 (-4 dmg); 7th finger of death, harm (×5), heal; 6th dispel magic, repulsion, vampiric exsanguination; 5th abyssal plague, heal, shadow blast; 4th air walk, divine wrath, heal; 3rd blindness, dream message, vampiric touch; 2nd death knell, ghoulish cravings, see invisibility; 1st command, fear, ray of enfeeblement; Cantrips (7th) detect magic, divine lance, light, message, shield
Rituals (-4 dmg); 6th planar binding; 5th incarnate ancestry
Refocus Curse [one-action] (divine, necromancy) Frequency only once; Effect The First Faithful stretches out his hands toward a single PC within 60 feet, focusing a swirling beam of phantasmal worms and pale light to strike that PC. This immediately ends the Curse Countdown and saves any other targets from its effects, but the targeted PC must immediately attempt a Will save to resist the curse's effects. The DC of this save is equal to 27 minus the Curse Countdown's current value.Release the Inmost Worms [two-actions] (divine, necromancy) The cleansed cultist makes fists with both hands, pressing them to their temples so that their outward pointing thumbs extend to the left and right while they cry out in painful religious rapture. The hourglass-shaped scar on their forehead bulges briefly before a bloody worm is expelled from the center of the scar. This worm shoots through the air to target two separate creatures within 30 feet, who must then attempt a DC 32 Fortitude save. The cultist can't Release the Inmost Worm again for 1d4 rounds.
Critical Success The target is unaffected.
Success The worm lands on the target and causes agonizing pain before dropping to the floor and fading away. The target takes 3d6 mental damage.
Failure The worm lands on the target and burrows into their flesh, leaving no trace of a hole. The target seems to age rapidly for a moment, takes 6d6 mental damage, and is stupefied 1 for 1 round before the pain fades and the target returns to its actual age.
Critical Failure As failure, but the target also takes 6d6 persistent mental damage. The target remains stupefied 1 as long as the mental damage persists, during which they appear to be aging rapidly. Once the persistent damage ends, the target's appearance reverts to normal.