All Creatures
Abilities | Monsters | NPCs
All | Families | Theme Templates
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | R | S | T | U | V | W | Z


Enchanting Ritualist

Possessing great stores of knowledge on mental magic and rituals, enchanting ritualists can also be solitary and capricious, tricking and transforming their visitors. The GM can change the selection of rituals this NPC knows freely, choosing any rituals of 9th rank or lower.

Recall Knowledge - Humanoid (Society): DC 40
Unspecific Lore: DC 38
Specific Lore: DC 35

Elite | Normal | Weak
Proficiency without Level

Enchanting RitualistCreature 18

Uncommon Medium Human Humanoid 
Source NPC Core pg. 105
Perception +31
Languages Common, Diabolic, Empyrean, Fey
Skills Arcana +34, Deception +35, Diplomacy +31, Nature +34, Occultism +36, Religion +34
Str +4, Dex +3, Con +1, Int +6, Wis +6, Cha +8
Ritual Caster the enchanting ritualist gains a +2 circumstance to skill checks for rituals
Items greater bands of force, +2 greater striking club, ornate ritual book
AC 40; Fort +27, Ref +28, Will +33
HP 320; Resistances mental 20
Aura of Contentment (aura, emotion, incapacitation, mental, occult) 30 feet. A creature that enters or starts its turn in the aura must succeed at a DC 38 Will save or lose the desire to do anything except rest and relax. Hostile actions taken against creatures affected by the aura end the effect. If a creature in the aura succeeds on their Will save or is the subject of a hostile action, it's temporarily immune to the aura of contentment for 24 hours. The enchanting ritualist can exempt creatures from the aura's effects.
Speed 25 feet
Melee [one-action] club +30 [+25/+20] (magical), Damage 3d6+12 bludgeoning plus 2d6 mental and fool's feastMelee [one-action] fist +28 [+24/+20] (agile, magical, nonlethal, unarmed), Damage 1d4+12 bludgeoning plus 2d6 mental and fool's feastRanged [one-action] enchanting wisps +30 [+25/+20] (magical, mental, range 100 feet), Damage 9d6 mental plus fool's feastRanged [one-action] club +28 [+23/+18] (magical, thrown 10 feet), Damage 3d6+12 bludgeoning plus 2d6 mental and fool's feastOccult Spontaneous Spells DC 42, attack +34; 9th foresight, overwhelming presence, synesthesia, telepathic demand (4 slots); 8th canticle of everlasting grief, quandary, spirit song, uncontrollable dance (4 slots); 7th mask of terror, project image, truespeech, wave of despair (4 slots); 6th mislead, repulsion, truesight, zealous conviction (4 slots); 5th dreaming potential, hallucination, scouting eye, sending (4 slots); 4th confusion, fly, honeyed words, translocate (4 slots); 3rd dream message, hypnotize, illusory disguise, levitate (4 slots); 2nd augury, darkvision, see the unseen, status (4 slots); 1st alarm, fear, ill omen, illusory object (4 slots); Cantrips (9th) daze, detect magic, light, read aura, telekinetic hand
Rituals DC 44; 9th fantastic facade; 7th collective memories, planar displacement; 6th binding circle, commune; 5th astral projection, call spirit, fortifying brew, planar servitor, resurrect; 4th atone, rest eternal; 3rd geas; 2nd heartbond
Fool's Feast Recipients of the ritualist's generosity pay dearly if the ritualist decides to turn against them. The ritualist gets a +4 circumstance bonus to attack rolls against any creature that has willingly participated in or benefited from one of their spells or rituals conducted in the last 12 hours. A creature that didn't help conduct a ritual still qualifies if it benefited in other ways, such as drinking a serving of fortifying brew.

When the enchanting ritualist damages such a creature with a Strike, the target is affected by a 9th-rank cursed metamorphosis spell (DC 42). If the Strike was a critical hit, the creature gets a degree of success one worse than it rolled. Once a creature succeeds at a save against this spell, it is temporarily immune for 24 hours.

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.