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Prophet

The gods occasionally send messages in dreams to individuals who wander the lands, gaining followers with their oratorical abilities. Some prophets have not received true divine missives, but have misinterpreted normal dreams.

Recall Knowledge - Humanoid (Society): DC 16

Elite | Normal | Weak
Proficiency without Level

ProphetCreature 2

CNMediumHumanHumanoid
Source Gamemastery Guide pg. 212
Perception +10
Languages Common
Skills Diplomacy +8, Performance +8 (+10 to spout prophecy), Religion +7, Survival +7
Str +2, Dex +1, Con +0, Int +1, Wis +3, Cha +4
Items flail, manifesto (functions as religious text), pouch of rocks, robes
AC 17; Fort +8, Ref +7, Will +11
HP 24
Speed 25 feet
Melee Single ActionSingle Action flail +8 [+3/-2] (disarm, sweep, trip), Damage 1d6+2 bludgeoningMelee Single ActionSingle Action fist +8 [+4/+0] (agile, nonlethal), Damage 1d4+2 bludgeoningRanged Single ActionSingle Action rock +7 [+2/-3] (thrown 10 feet), Damage 1d4+2 bludgeoningDivine Spontaneous Spells DC 18, attack +10; 1st bless, heal, ray of enfeeblement, sanctuary (4 slots); Cantrips (1st) daze, detect magic, guidance, know direction, light, prestidigitation, read aura
Cleric Domain Spells DC 18, 1 Focus Point; 1st read fate

All Monsters in "Devotees"

NameLevel
Acolyte1
Priest6
Prophet2
Zealot4

Devotees

Source Gamemastery Guide pg. 212
Religions inspire devout individuals to uphold their tenets. Many of these devotees seek to bring respite and hope, but others have darker motives.

Sidebar - Advice and Rules Spell Swap Example

To make a NE acolyte or priest of Urgathoa, you can use these spells. 3rd bind undead, circle of protection, harm (×3), vampiric touch; 2nd dispel magic, false life, ghoulish cravings; 1st bane, fear, ray of enfeeblement; Cantrips chill touch, detect magic, divine lance, guidance, shield; Cleric Domain Spell undeath's blessing

Sidebar - Advice and Rules Swapping Deities

Customize an acolyte or priest by matching their deity's alignment and favored weapon, adding the deity's divine skill at +14 (or +7), and swapping spells. An example appears on the facing page. (An acolyte gains only the 1st-level spells, domain spell, and cantrips, and has two 1st-level heal spells instead of three 3rd-level heal spells.) If you swap harm spells for heal, replace Healing Hands with the Selective Energy cleric feat.