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God Caller

The summoners called god callers have a magical link to eidolons, revered as gods by the people of Sarkoris. Though this NPC is based on Sarkorian god callers, they can be adapted to different types of summoners by changing out the eidolon for another creature and making thematic tweaks to skills and spells.

Recall Knowledge - Humanoid (Society): DC 27
Unspecific Lore: DC 25
Specific Lore: DC 22

Elite | Normal | Weak
Proficiency without Level

God CallerCreature 10

Medium Human Humanoid 
Source NPC Core pg. 102
Perception +19
Languages Common, Fey; telepathy 100 feet (with eidolon only)
Skills Athletics +20, Intimidation +21, Nature +19, Religion +15, Survival +15
Str +4, Dex +2, Con +1, Int +0, Wis +3, Cha +5
Bonded Eidolon The god caller fights alongside a mystical ally called an eidolon, most likely the beast eidolon. The eidolon has the standard number of actions, uses its normal stat block, and counts toward the encounter's XP budget normally. The eidolon must remain within 100 feet of the god caller, or its physical form will dissolve. The god caller can make their eidolon take form or disappear with the Manifest Eidolon action.
Items +1 striking war flail, wand of environmental endurance, +1 explorer's clothing
AC 29; Fort +18, Ref +16, Will +19
HP 150
Speed 25 feet
Melee [one-action] war flail +21 [+16/+11] (disarm, magical, sweep, trip), Damage 2d10+10 bludgeoningMelee [one-action] fist +20 [+16/+12] (agile, nonlethal, unarmed), Damage 1d4+10 bludgeoningPrimal Spontaneous Spells DC 29, attack +21; 5th howling blizzard, impaling spike (2 slots); 4th wall of fire, weapon storm (2 slots); Cantrips (5th) electric arc, gouging claw, guidance, light, tangle vine
Beseech the Spirits [one-action] (concentrate, primal) Frequency once per day; Effect The god caller reaches out to local entities for enhanced perception and perspective. The god caller gains lifesense 60 feet and all-around vision for 10 minutes. The god caller can't use this ability again until after propitiating the spirits during their next daily preparation.Manifest Eidolon [three-actions] (concentrate, manipulate, primal, teleportation) The god caller causes their eidolon to manifest in a space adjacent to them if it's unmanifested, or to unmanifest and disappear from physical reality if it was already manifested.Tandem Trick (primal) Frequency once per round; Effect The god caller uses a team tactic with their eidolon, chosen from the following list, with the listed number of actions and traits.
  • Enlarge [two-actions] (concentrate, manipulate) The god caller casts enlarge on their eidolon even if the eidolon is beyond range or line of effect. The god caller doesn't need to expend a spell slot, and can choose 2nd or 4th rank.
  • Tandem Strike [two-actions] The god caller makes a Strike and their eidolon can Strike as a reaction. Both attacks count toward the god caller's multiple attack penalty, but the penalty doesn't increase until both attacks have been made.
  • Transfer [one-action] The god caller transfers 50 HP from themself to their eidolon or vice versa. If the creature losing HP has 50 HP or fewer, this effect transfers as many HP as possible without reducing that creature below 1 HP.
  • Transpose [one-action] (concentrate, manipulate, teleportation) The god caller and their eidolon teleport to swap places.

Sidebar - Advice and Rules God Callers And The Divine

Some spirits called by god callers of Sarkoris are divine beings capable of granting spells. Consider granting a god caller NPC a cleric focus spell appropriate to one of the god's domains if they worship such a deity (using the same DC and spell attack as their primal spells). For instance, the Stag Mother of the Forest of Stones might grant the savor the sting domain spell from the pain domain.

All Monsters in "Mystic"

NameLevel
Adept-1
Coven Aspirant2
Cult Leader7
Cultist1
Curse Monger14
Demonologist7
Enchanting Ritualist18
Enigmatic Conspiracist4
False Priest4
God Caller10
Harrow Reader-1
Mirror Seer9
Necromancer5
Spirit Binder11

Mystic

Source NPC Core pg. 96
Hidden secrets and occult powers have an irresistible lure for many. Since the majority of these NPCs are spellcasters, consider using alternative spell lists to adjust their themes.

Sidebar - Related Creatures Crossover Ancestry NPCs

Several of the NPCs elsewhere in NPC Core can fit well in this group: Bone mother (level 6), gourd leshy witch (level 6), tripkee fiend keeper (level 7)

Sidebar - Additional Lore Guests Beware

Most intelligent creatures follow basic customs of hospitality, such as not attacking a guest who has dined under their roof. Even the most sinister fey creature is loath to break such customs, though eating meals with the fey is often fraught with its own dangers. Others have fewer scruples and might employ poisons, curses, or potions as seasoning for unwitting dinner guests.

Sidebar - Related Creatures Mystic Protection

Most mystics aren't particularly skilled in combat and might hire or ensorcel bodyguards, such as the bodyguard (level 1), archer sentry (level 2), musketeer (level 3), tournament combatant (level 5), knight (level 7), or hero hunter (level 13).

Sidebar - Advice and Rules Mystic Rituals

The following are rituals sometimes cast by mystic groups. Those from Monster Core are available only to appropriate celestials and fiends within the organizations.

Sidebar - Advice and Rules Sinister Rituals

Most rituals have a simple gp cost and associated skill checks. But what if a desperate NPC is willing to offer something more macabre, such as lives, souls, or worse? Such a nefarious ritual uses a normal ritual as a baseline, but the DCs and proficiency requirements might be reduced or waived entirely, as might any gp cost.