All Creatures
Abilities | Monsters | NPCs


Exorcist



Recall Knowledge - Humanoid (Society): DC 29
Unspecific Lore: DC 27
Specific Lore: DC 24

Elite | Normal | Weak
Proficiency without Level

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

Elite ExorcistCreature 9

Legacy Content

Rare LN Medium Human Humanoid 
Source Pathfinder #198: No Breath to Cry pg. 48
Human priest
Perception +18
Languages Common
Skills Diplomacy +16, Intimidation +18, Medicine +18, Occultism +17, Religion +20
Str +2, Dex +2, Con +3, Int +1, Wis +4, Cha +2
Items +1 striking spear, hide armor, key, torch
AC 26; Fort +17, Ref +16, Will +20
HP 155
Speed 25 feet
Melee [one-action] spear +19 [+14/+9] (magical, reach), Damage 2d6+2+5 piercingMelee [one-action] torch +18 [+14/+10] (agile, finesse, shove), Damage 1d4+2+5 bludgeoning plus 1d6 fireDivine Prepared Spells DC 28, attack +20 (+4 dmg); 4th divine wrath, talking corpse; 3rd dispel magic, heal, searing light; 2nd gentle repose, heal, spiritual weapon; 1st bane, command, sanctuary; Cantrips (4th) detect magic, divine lance, produce flame, read aura, sigil
Rituals (+4 dmg); 2nd consecrate
Torch Wielder The exorcist treats a torch as a light mace that deals an additional 1d6 fire damage on a hit.Purifying Flames [two-actions] (divine, fire, evocation) The exorcist attempts to Strike a creature with their torch, attacking with great precision and causing the torch's fires to flare up. This Strike gains a +2 status bonus to its attack roll and inflicts an additional 2d6 fire damage on a hit instead of just 1d6 fire damage. An undead, spirit, or transmigrated creature hit by this attack must also attempt a DC 28 Will save.
Critical Success The creature is unaffected by this additional effect, and some of the fire flares back onto the exorcist, inflicting 2d6 fire damage to the exorcist (DC 26 basic Reflex save).
Success The creature is unaffected by this additional effect.
Failure The purifying flames cause the creature to become clumsy 1 and stupefied 1 until the end of its next turn.
Critical Failure As failure, but clumsy 2 and stupefied 2 for 1 minute.