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Curse Monger

Oracles who have been consumed by their visions and the divine gifts bestowed upon them turn to more sinister paths, becoming curse mongers. Seeking to rid themselves of the shadows that haunt them, curse mongers lash out and attempt to bind others to their fate.

Recall Knowledge - Humanoid (Society): DC 37
Unspecific Lore: DC 35
Specific Lore: DC 32

Elite | Normal | Weak
Proficiency without Level

Curse MongerCreature 14

Rare Medium Human Humanoid 
Source NPC Core pg. 104
Perception +9
Languages Aklo, Chthonian, Common, Daemonic, Fey
Skills Arcana +11, Deception +11, Intimidation +9, Occultism +15, Stealth +10
Str +1, Dex +5, Con +3, Int +8, Wis +4, Cha +4
Incurable Curse (curse) The curse monger is permanently clumsy 1, drained 1, enfeebled 1, or stupefied 1 by a curse that can't be removed from them in any way. The GM chooses the condition and decides whether the curse is arcane, divine, occult, or primal.
Items +1 striking wounding sickle, scroll of fly, +1 resilient explorer's clothing
AC 21; Fort +9, Ref +11, Will +12; –2 to all saves vs. curses
HP 230
Cursed Aura (aura, curse, occult) 30 feet. The very earth and air around the curse monger are poisoned by the curses that burden their soul. Any creature who enters or starts their turn in the aura must succeed at a DC 17 Will save or be doomed 1 (or doomed 2 on a critical failure). Regardless of the result of its save, the creature is then temporarily immune for 1 hour.
Speed 25 feet
Melee [one-action] sickle +11 [+7/+3] (agile, finesse, magical, trip), Damage 2d4+13 slashing plus 1d6 persistent bleedMelee [one-action] fist +10 [+6/+2] (agile, finesse, nonlethal, unarmed), Damage 1d4+13 bludgeoningOccult Spontaneous Spells DC 23, attack +15; 7th cursed metamorphosis, dominate, possession (3 slots); 6th never mind, phantasmal calamity, spellwrack (3 slots); 5th false vision, mariner's curse, wave of despair (3 slots); 4th blood vendetta, outcast's curse, vision of death (3 slots); 3rd hypercognition, mind reading (3 slots), slow; 2nd darkness, laughing fit, paranoia (3 slots); 1st bane, fear, ill omen (3 slots); Cantrips (7th) daze, figment, message, telekinetic hand, void warp
Share Burden [one-action] (concentrate, curse) The curse monger shares their awful burden with one creature they can see within 120 feet. The target must succeed at a DC 23 Will save or be afflicted with the same condition as the curse monger's incurable curse for 24 hours. On a critical failure, the curse's value is 2. The curse lasts for 24 hours but can be removed (unlike the incurable curse), and ends if the curse monger dies. This action has the same tradition trait as incurable curse.

Sidebar - Advice and Rules Jinxed Curse Mongers

For certain curse mongers, spreading the curse is an involuntary part of the curse itself. When a jinxed curse monger starts their turn, Share Burden automatically attempts to curse a random creature in range that's not already cursed; this doesn't require an action. If the attempt fails, the curse monger must spend their first actions on that turn casting a curse spell (cursed metamorphosis, never mind, spellwrack, mariner's curse, outcast's curse, or ill omen). If the curse monger doesn't want to curse anyone, the GM determines a target at random. The target doesn't have to be an enemy but can't be the curse monger.

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.