There is a Legacy version
here.
False Priest
Belief is perhaps the strongest force in the universe. Instilling belief only to use it against someone in deceit, however, is the purview of a false priest.Medium Human Humanoid
Source NPC Core pg. 98
Recall Knowledge DC 19 • Humanoid (Society)
Perception +10
Languages Common
Skills Acrobatics +10, Athletics +8, Deception +12, Performance +12, Religion +8, Society +6
Str +0, Dex +4, Con +3, Int +0, Wis +2, Cha +4
Items alchemical tools (used as “blessed items” to fool marks), backpack, cloak, collection of fake relics, hand crossbow (20 bolts), rapier, studded leather armor, wooden religious symbol
AC 21; Fort +11, Ref +12, Will +10
HP 50
Speed 25 feet
Melee [one-action] rapier +12 [+7/+2] (deadly d8, disarm, finesse), Damage 1d6+8 piercingMelee [one-action] fist +12 [+8/+4] (agile, finesse, nonlethal, unarmed), Damage 1d4+8 bludgeoningRanged [one-action] hand crossbow +12 [+7/+2] (range increment 60 feet, reload 1), Damage 1d6+4 piercingDeceiver's Surprise On the first round of combat, if the false priest rolls Deception or Performance for initiative, creatures that haven't acted yet are off-guard to them.Fickle Prophecy [one-action] (emotion, mental) The false priest convinces another creature of their omnipotence by attempting a Deception check compared to the creature's Will DC. If successful, the target gains 1d8+4 temporary Hit Points that last for 1 hour or until the false priest removes them by rebuking the target, whichever occurs first.Sneak Attack The false priest deals an additional 1d6 precision damage to off-guard creatures. This increases to 2d6 against creatures off-guard due to the false priest's Feint or deceiver's surprise.The Jig Is Up [reaction] Frequency once per hour; Trigger The false priest critically fails a Deception or Performance check; Effect The false priest Strides.All Monsters in "Mystic"
Source NPC Core pg. 96Hidden 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.
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)
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.
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).
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.
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.