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Despots live to amass and exploit power over others.

Recall Knowledge - Humanoid (Society): DC 20

Elite | Normal | Weak
Proficiency without Level

DespotCreature 5

Source Gamemastery Guide pg. 248
Perception +11
Languages Common, Infernal
Skills Athletics +10, Deception +13, Diplomacy +12, Intimidation +13, Performance +13, Society +12, Warfare Lore +10
Str +2, Dex +2, Con +0, Int +4, Wis +2, Cha +4
Persistent Lies Any creature deceived by the despot's Deception skill believes the deception more readily on the next day. Any attempts to later attempt a Perception check against the despot's Deception DC take a -2 circumstance penalty, as do other creatures' attempts to convince the creature otherwise, such as through Diplomacy or further Deception.
Items lesser darkvision elixir, minor healing potion (2), spiked gauntlet
AC 19; Fort +9, Ref +9, Will +13
HP 56
Speed 25 feet
Melee Single ActionSingle Action spiked gauntlet +11 [+7/+3] (agile), Damage 1d4+4 piercingDivine Spontaneous Spells DC 23, attack +13; 3rd chilling darkness, enthrall, harm (4 slots); 2nd calm emotions, flaming sphere, see invisibility, undetectable alignment; 1st charm, command, fear, sanctuary (4 slots); Cantrips (3rd) chill touch, daze, message, produce flame, shield
Sorcerer Bloodline Spells DC 22, 1 Focus Point; 3rd diabolic edict
Bloodline Magic When the despot casts a bloodline spell, enthrall, flaming sphere, or charm, either a target takes 1 fire damage per spell level, or the despot gains a +1 status bonus to Deception checks for 1 round.Dangerous Sorcery When the despot Casts a Spell from a spell slot, if the spell deals damage and doesn't have a duration, the despot gains a status bonus equal to the spell's level to that spell's damage.

All Monsters in "Villains"

Gang Leader7
Reckless Scientist6


Source Gamemastery Guide pg. 246
Villains pursue selfish and cruel goals, trampling over anyone foolish or purehearted enough to stand in their way.