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World Ender

Unlike most villains, world enders are unburdened by nuance. Their ultimate goal is simple, if lofty: destroy the world and everyone in it.

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

Elite | Normal | Weak
Proficiency without Level

World EnderCreature 16

Rare Medium Human Humanoid 
Source NPC Core pg. 163
Perception +25
Languages Common
Skills Intimidation +28, Nature +27, Religion +25, Society +27
Str +4, Dex +3, Con +7, Int +7, Wis +3, Cha +2
Items +1 striking major staff of fire
AC 36; Fort +30, Ref +26, Will +28
HP 275; Resistances fire 15
Unyielding Purpose [reaction] Trigger The world ender would be reduced to 0 HP; Requirements The world ender has a volcanic eruption spell remaining; Effect The world ender refuses to let their destructive dream go unrealized, stabilizing at 1 HP just long enough to cast volcanic eruption, centered on themself. They die, immolated in the eruption.
Speed 25 feet
Melee [one-action] staff of fire +28 [+23/+18] (magical, two-hand d8), Damage 2d4+10 bludgeoning plus 3d6 fireMelee [one-action] fist +27 [+23/+19] (agile, nonlethal, unarmed), Damage 1d4+10 bludgeoning plus 3d6 firePrimal Prepared Spells DC 41, attack +33; 8th desiccate, punishing winds, sunburst (×2); 7th blazing bolt, fiery body, volcanic eruption (×2); 6th chain lightning (×2), floating flame, wall of fire; 5th fireball (×2), magic passage, wall of stone; 4th fly (×2), unfettered movement (×2); 3rd earthbind (×2), haste, slow; 2nd darkvision, enlarge, revealing light, water walk; 1st air bubble, fleet step, gentle landing, gust of wind; Cantrips (8th) caustic blast, electric arc, gouging claw, ignition, light
Monologue [free-action] (concentrate) Frequency once per round; Effect Throughout combat, the world ender ceaselessly expounds upon the righteous reasons for their destructive aims and the futility of their enemies' efforts to stop them. They gain a +1 status bonus to Will saves and a +2 status bonus to damage rolls with their spells. Each time they take this action again, the bonuses increase by 1 and 2, respectively. The monologue ends (and the bonuses are lost) if the world ender becomes unable to act or speak, or if they end their turn without having taken this action.Overwhelming Energy [one-action] (spellshape) If the next action the world ender uses is to Cast a Spell, the spell ignores 20 resistance to energy damage. This applies to all damage the spell deals, including persistent damage and damage caused by an ongoing effect of the spell. A creature's immunities are unaffected.

All Monsters in "Villain"

NameLevel
Champion of Rovagug5
Conspiracist0
Deluded Mob4
Despot5
Fiend Caller3
Fleshwarper7
Gang Leader7
Hero Hunter13
Interrogator6
Mastermind4
Propaganist3
Reckless Scientist6
Saboteur2
Toady0
Warmonger10
Wealthy Vigilante8
World Ender16

Villain

Source NPC Core pg. 152
Villains pursue selfish and cruel goals, trampling over anyone in their way.

Sidebar - Additional Lore Golarion's Most Wanted

Here are a few of the most notorious villains in the history of Golarion.

Queen Abrogail II: The ruler of Cheliax devotes herself to Asmodeus, and tyrannically rules her diabolic nation completely confident of the supremacy of herself and her country.
Tar-Baphon: The ancient lich called the Whispering Tyrant invaded nation after nation with his undead hordes, slayed a divine herald, and even now has arisen again and regrouped in the Gravelands.
The Runelords: The seven rulers of ancient Thassilon mastered powers of magical runes, letting them rule in ancient times and return again and again in centuries since to try to take back the power they once had.

Sidebar - Additional Lore Manipulative Evil

Villains who use the power of ideas— like the conspiracist and propagandist found here—aren't particularly effective combatants. Instead, they rely on dupes or other villains (like the deluded mob or warmonger) to physically enact their evil ideologies. They're also adaptable, though the conspiracist usually keeps their conspiracies and themes centered around themself and close allies, while the propagandist typically works their machinations with the consent of the state, using half-truths and manipulative framing to serve those in power and be well paid for their trouble.

Sidebar - Advice and Rules Recurring Villains

Villains are just as devoted to their evil schemes as heroes are to justice or freedom. Villains make excellent recurring NPCs. The section on NPC advancement is especially useful for villains. To tell more varied stories, a GM can have the villains join up with new groups of followers or be under the employ of new benefactors, using their villainous skills for a new cause.

Sidebar - Advice and Rules Relative Villainy

These characters are clearly set out as villains within the structure of a Pathfinder adventure's story, but that doesn't mean the people in the world see them as such universally. Villains often work best when otherwise well-meaning civilians are unable to see their malice, or when the villain is so charismatic or powerful they can bring others under their sway. You can use an influence encounter to play out the player characters trying to sway a powerful person away from the villain's influence, or even have both the PCs and the villain racing to influence the same person.