Despot Creature 5

LEMediumHumanHumanoid

Pathfinder Gamemastery Guide (Second Edition), page 248; family: Villains

Despots live to amass and exploit power over others.


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

Items lesser darkvision elixir, minor healing potion (2), spiked gauntlet

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.

AC 19; Fort +9, Ref +9, Will +13

HP 56

Speed 25 feet

Melee  spiked gauntlet +11 (agile), Damage 1d4+4 piercing

Divine Spontaneous Spells DC 23, attack +13; 3rd (4 slots) chilling darkness, enthrall, harm; 2nd calm emotions, flaming sphere, see invisibility, undetectable alignment; 1st (4 slots) charm, command, fear, sanctuary; Cantrips (3rd) chill touch, daze, message, produce flame, shield

Sorcerer Bloodline Spells 1 Focus Point, DC 22; 3rd diabolic edict (Core Rulebook 403)

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.