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Fiend Caller

Fiend callers act as intermediaries to help mortals sell their souls or make other deals with fiends. You can adjust a fiend caller to be accompanied by a bound fiend. The fiend gains the minion trait, and you can replace the fiend caller's spiritual armament spell with final sacrifice.

Recall Knowledge - Humanoid (Society): DC 23
Unspecific Lore: DC 21
Specific Lore: DC 18

Elite | Normal | Weak
Proficiency without Level

Fiend CallerCreature 3

Rare Medium Human Humanoid Unholy 
Source NPC Core pg. 153
Perception +8
Languages Chthonian, Common, Daemonic, Diabolic, Requian
Skills Deception +10, Diplomacy +15, Fiend Lore +18, Intimidation +10, Legal Lore +18, Occultism +16, Religion +13, Society +12
Str +2, Dex +2, Con +0, Int +4, Wis +1, Cha +3
Legal Specialist For encounters involving contracts and negotiations, the fiend caller is an 8th-level challenge.
Items chalk, dagger, ink, parchment, quill, ritual materials, vial of blood)
AC 17; Fort +7, Ref +9, Will +8
HP 35
Speed 25 feet
Melee [one-action] dagger +9 [+5/+1] (agile, finesse, versatile S), Damage 1d4+6 piercing plus 1d4 persistent bleedMelee [one-action] fist +9 [+5/+1] (agile, finesse, nonlethal, unarmed), Damage 1d4+6 bludgeoningRanged [one-action] dagger +9 [+5/+1] (agile, thrown 10 feet, versatile S), Damage 1d4+6 piercing plus 1d4 persistent bleedOccult Prepared Spells DC 20, attack +12; 2nd calm, paranoia, spiritual armament; 1st command, fear, force barrage, grim tendrils; Cantrips (2nd) detect magic, message, sigil, telekinetic hand, void warp
Rituals DC 20; 6th binding circle, commune
Fiendish Contract (downtime, occult) The fiend caller spends 1 day of downtime setting up a bargain between a mortal creature and a fiend the fiend caller knows well. The fiend caller attempts a Legal Lore check against the higher of the fiend's Will DC or Diplomacy DC.
Success The mortal party receives one favor from the fiend, or the fiend becomes the mortal's minion for 1d4 days if they're on the same plane. Alternatively, if the GM allows the option, the mortal can receive a bargained contract of the fiend's level or lower.
Failure The fiend caller fails to strike the bargain.
Critical Failure The process fails, and the magical backlash makes the fiend caller drained 2.
Fiendish Ritualist A fiend caller can cast binding circle and commune to contact fiends even though the rituals are beyond the normal rank the fiend caller could cast. Furthermore, they can use Legal Lore for the primary check when they do so instead of the listed skill.Planar Communique A fiend caller can cast sending at will as an occult innate spell, but only to target a fiend they know well. The fiend can be on any plane.

Sidebar - Additional Lore Keeping Enemies Close

Heroes may have an easier time dealing with a fiend caller peacefully than they would another villain. Fiend callers are willing to work with just about anyone as long as they receive adequate compensation and may even be helpful in stopping more dangerous fiends. But they are opportunistic above all else. Once the transaction is over, they aren't likely to stick around as a friend, and if a better deal comes along, they might void a prior contract.

All Monsters in "Villain"

NameLevel
Champion of Rovagug5
Conspiracist0
Deluded Mob4
Despot5
Fiend Caller3
Fleshwarper7
Gang Leader7
Hero Hunter13
Interrogator6
Mastermind4
Propaganist3
Reckless Scientist6
Saboteur2
Toady0
Warmonger10
Wealthy Vigilante8
World Ender16

Villain

Source NPC Core pg. 152
Villains pursue selfish and cruel goals, trampling over anyone in their way.

Sidebar - Additional Lore Golarion's Most Wanted

Here are a few of the most notorious villains in the history of Golarion.

Queen Abrogail II: The ruler of Cheliax devotes herself to Asmodeus, and tyrannically rules her diabolic nation completely confident of the supremacy of herself and her country.
Tar-Baphon: The ancient lich called the Whispering Tyrant invaded nation after nation with his undead hordes, slayed a divine herald, and even now has arisen again and regrouped in the Gravelands.
The Runelords: The seven rulers of ancient Thassilon mastered powers of magical runes, letting them rule in ancient times and return again and again in centuries since to try to take back the power they once had.

Sidebar - Additional Lore Manipulative Evil

Villains who use the power of ideas— like the conspiracist and propagandist found here—aren't particularly effective combatants. Instead, they rely on dupes or other villains (like the deluded mob or warmonger) to physically enact their evil ideologies. They're also adaptable, though the conspiracist usually keeps their conspiracies and themes centered around themself and close allies, while the propagandist typically works their machinations with the consent of the state, using half-truths and manipulative framing to serve those in power and be well paid for their trouble.

Sidebar - Advice and Rules Recurring Villains

Villains are just as devoted to their evil schemes as heroes are to justice or freedom. Villains make excellent recurring NPCs. The section on NPC advancement is especially useful for villains. To tell more varied stories, a GM can have the villains join up with new groups of followers or be under the employ of new benefactors, using their villainous skills for a new cause.

Sidebar - Advice and Rules Relative Villainy

These characters are clearly set out as villains within the structure of a Pathfinder adventure's story, but that doesn't mean the people in the world see them as such universally. Villains often work best when otherwise well-meaning civilians are unable to see their malice, or when the villain is so charismatic or powerful they can bring others under their sway. You can use an influence encounter to play out the player characters trying to sway a powerful person away from the villain's influence, or even have both the PCs and the villain racing to influence the same person.