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Failed Prophet

Following the teachings of Kalistrade is a lifelong commitment. It requires studious adherence to the strictures and taboos laid out in the Prophecies. The ultimate reward for the devout is the promise of a personalized afterlife, filled with a lifetime of wealth and free of Pharasma's judgment. Not all who learn of these final revelations are up to the task, however. For the fortunate ones, a simple death is the only consequence for botching the ritual. For the less fortunate, the outcome is an undying half-life of torment. Caught between a twisted mockery of their imagined afterlife and the mortal Universe, a failed prophet will know no peace until their body is destroyed.

A failed prophet resembles the skinless corpse of a humanoid ancestry covered in glowing, golden veinlike cracks. On closer inspection, the organs and musculature are unnaturally smooth and shiny, like cured and buffed leather.

Recall Knowledge - Construct (Arcana, Crafting): DC 32
Unspecific Lore: DC 30
Specific Lore: DC 27

Elite | Normal | Weak
Proficiency without Level

Failed ProphetCreature 10

Rare Medium Construct 
Source Shining Kingdoms pg. 181
Perception +10; darkvision, wealthsense (imprecise) 60 feet
Languages Common, Dwarven
Skills Diplomacy +10, Mercantile Lore +16, Occultism +13, Thievery +13
Str +7, Dex +3, Con +5, Int +5, Wis +7, Cha +6
Wealthsense 150 gp The failed prophet can detect concentrations of coinage and other valuables as an imprecise sense with a range of 60 feet. The failed prophet detects any creature carrying coins and treasure totaling at least the average cost of a consumable item of the failed prophet's level.

AC 20; Fort +10, Ref +7, Will +13
HP 175; Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, unconscious, vitality, void; Resistances cold 10, electricity 10, physical 10 (except magical bludgeoning); Weaknesses spirit 10
Broken Mindscape (aura, illusion, incapacitation, mental) 30 feet, A creature entering the aura or starting its turn in the aura must attempt a DC 17 Will save.Critical Success The creature is unaffected and becomes immune to broken mindscape for 1 minute.Success The creature is stunned 1 as disjointed visions of the failed prophet's mindscape assail its senses.Failure The creature's mind is pulled into the failed prophet's mindscape. It's paralyzed for 1 round. While paralyzed, the creature can take any actions with the mental or spirit traits, or that deal mental or spirit damage, as though those actions were purely mental. Such actions only have line of effect to the originating failed prophet and other creatures currently paralyzed by broken mindscape, though they treat all such creatures as though they were adjacent. Critical Failure As failure, but the duration is 1 minute or until the failed prophet is destroyed, whichever happens first.Taboos Despite the failed prophet's transformed body, a lifelong adherence to the strictures of the Prophecies of Kalistrade has ingrained the philosophical prohibitions into their soul. Whenever a failed prophet is critically hit by an unarmed attack, is critically hit by or critically fails a save against a touch spell, or is exposed to a disease or poison effect (even though immune), they take a –2 status penalty to their AC, attack bonuses, DCs, Perception, saving throws, and skill modifiers for 1 minute. Breaking other Kalistocratic taboos can also trigger this penalty at the GM's discretion.
Speed 25 feet
Melee [one-action] fist +14 [+9/+4] (magical, reach 10 feet), Damage 2d10+11 bludgeoning plus Greedy GrabOccult Spontaneous Spells DC 17, attack +9; 5th invoke spirits, shadow blast, telekinetic haul (3 slots); 4th confusion, translocate, vision of death (4 slots); 3rd force barrage, locate, paralyze (4 slots); 2nd paranoia, stupefy, telekinetic maneuver (4 slots); 1st ill omen, item facade, phantasmal minion (4 slots); Cantrips (5th) daze, figment, shield, telekinetic hand, telekinetic projectile
Greedy Grab [one-action] Requirements The failed prophet's last action was a successful fist Strike that dealt damage; Effect The failed prophet attempts a Thievery check against the target's Reflex DC. On a success, the failed prophet pilfers coins and gems from the target with a total value of 5d10 gp, to a maximum of what the target is carrying. Valuables in unlocked containers on the target's person can be taken just as easily as those carried. On a critical success, the failed prophet steals double that amount. The failed prophet gains a number of temporary Hit Points equal to the value stolen that last for 1 minute.This Is My Reality! [two-actions] (concentrate) 6d6 spirit, DC 20 The failed prophet exerts control over their crumbling mindscape to inflict harm upon those trapped within. This can take the form of falling debris, natural disasters, or anything else the failed prophet can imagine. No matter the form, each creature currently paralyzed by the failed prophet's broken mindscape takes spirit damage with a basic Will save.

Sidebar - Additional Lore Broken Prophets

Many of those Kalistocrats who successfully completed the death ritual have recently awoken from their tombs. The timing of their emergence aligns too closely with the Godsrain to be coincidence. These so-called Broken Prophets wander throughout Druma as if looking for something. Their mindscapes remain mostly intact, though each now contains an eerie horned individual looming in the distance. All attempts thus far to approach the figure cause it to fade or recede from view. Unlike the more commonplace failed prophets, this variety has void healing and isn't immune to healing, vitality, or void.

All Monsters in "Failed Prophet"

NameLevel
Failed Prophet10

Failed Prophet

Source Shining Kingdoms pg. 180
Following the teachings of Kalistrade is a lifelong commitment. It requires studious adherence to the strictures and taboos laid out in the Prophecies. The ultimate reward for the devout is the promise of a personalized afterlife, filled with a lifetime of wealth and free of Pharasma's judgment. Not all who learn of these final revelations are up to the task, however. For the fortunate ones, a simple death is the only consequence for botching the ritual. For the less fortunate, the outcome is an undying half-life of torment. Caught between a twisted mockery of their imagined afterlife and the mortal Universe, a failed prophet will know no peace until their body is destroyed.

A failed prophet resembles the skinless corpse of a humanoid ancestry covered in glowing, golden veinlike cracks. On closer inspection, the organs and musculature are unnaturally smooth and shiny, like cured and buffed leather.

Creating a Failed Prophet

To create a failed prophet, apply the following steps to any living creature of at least 10th level that has failed to properly perform the Kalistocrat death ritual.
  • They gain the construct trait.
  • Increase the creature’s Thievery modifier to a high skill bonus of the failed prophet’s level unless it was already higher.
  • Increase the creature’s AC, attack bonuses, DCs, Perception, saving throws, and skill modifiers by 1.

Failed Prophet Abilities

Failed prophets gain the following abilities. If the base creature has any abilities that specifically come from it being a living creature, it loses them. It also loses any traits that represented its life prior to the transformation, such as human or humanoid.

Wealthsense The failed prophet can detect concentrations of coinage and other valuables as an imprecise sense with a range of 60 feet. The failed prophet detects any creature carrying coins and treasure totaling at least the average cost of a consumable item of the failed prophet’s level.

Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, unconscious, vitality, void

Weakness spirit 10; this weakness increases to 15 at 15th level.

Resistances cold 10, electricity 10, and physical 10 (except magical bludgeoning); these resistances increase to 15 at 15th level

Broken Mindscape (aura, illusion, incapacitation, mental) 30 feet. A creature entering the aura or starting its turn in the aura must attempt a Will save. Use the moderate spell DC for the failed prophet’s level (GM Core 121).

Critical Success The creature is unaffected and becomes immune to broken mindscape for 1 minute.
Success The creature is stunned 1 as disjointed visions of the failed prophet’s mindscape assail its senses.
Failure The creature’s mind is pulled into the failed prophet’s mindscape. It’s paralyzed for 1 round. While paralyzed, the creature can take any actions with the mental or spirit traits, or that deal mental or spirit damage, as though those actions were purely mental. Such actions only have line of effect to the originating failed prophet and other creatures currently paralyzed by broken mindscape, though they treat all such creatures as though they were adjacent.
Critical Failure As failure, but the duration is 1 minute or until the failed prophet is destroyed, whichever happens first.

Taboos Despite the failed prophet’s transformed body, a lifelong adherence to the strictures of the Prophecies of Kalistrade has ingrained the philosophical prohibitions into their soul. Whenever a failed prophet is critically hit by an unarmed attack, is critically hit by or critically fails a save against a touch spell, or is exposed to a disease or poison effect (even though immune), they take a –2 status penalty to their AC, attack bonuses, DCs, Perception, saving throws, and skill modifiers for 1 minute. Breaking other Kalistocratic taboos can also trigger this penalty at the GM’s discretion.

Fists Failed prophets have a fist unarmed Strike that deals bludgeoning damage. This attack has the magical trait, reach 5 feet longer than the base creature, and triggers Greedy Grab. Use the high Strike attack bonus and moderate Strike damage of the failed prophet’s level.

Greedy Grab [one-action] Requirements The failed prophet’s last action was a successful fist Strike that dealt damage; Effect The failed prophet attempts a Thievery check against the target’s Reflex DC. On a success, the failed prophet pilfers coins and gems from the target with a total value as indicated in the table, to a maximum of what the target is carrying. Valuables in unlocked containers on the target’s person can be taken just as easily as those carried. On a critical success, the failed prophet steals double that amount. The failed prophet gains a number of temporary Hit Points equal to the value stolen that last for 1 minute.
LevelValue Stolen
10-125d10 gp
13-156d10 gp
16-187d10 gp
19-20 8d10 gp

This Is My Reality! [two-actions] (concentrate) The failed prophet exerts control over their crumbling mindscape to inflict harm upon those trapped within. This can take the form of falling debris, natural disasters, or anything else the failed prophet can imagine. No matter the form, each creature currently paralyzed by the failed prophet’s broken mindscape takes spirit damage with a basic Will save. The save DC uses the high spell DC for the failed prophet’s level and the unlimited use area damage for the failed prophet’s level.