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Bone Prophet

Creature 8 (uncommon) — humanoid, serpentfolk

The speakers for the dead known as bone prophets hold an esteemed place as voices for their decapitated god. Burial rites, necromantic rituals, and the delivery of cryptic utterances supposedly whispered to them by Ydersius all fall under the dominion of these priests. Before their ancient clash with humanity devastated their civilization, serpentfolk were masters of a sprawling underground empire. Their power was shattered and their god Ydersius decapitated (although not quite slain). The cunn

Source: pathfinder-monster-core

Perception +15
Skills arcana +15, deception +18, intimidation +16, occultism +17, religion +19, society +15, stealth +13
Str
+3
Dex
+3
Con
+2
Int
+5
Wis
+5
Cha
+6
AC 27 Fort +14 Ref +15 Will +19
HP 115
Resistances poison 10
Speed 25 feet

Offense

Melee Staff +18, Damage 2d4+9 bludgeoning
Melee Fangs +17, Damage 2d6+9 piercing

Abilities

Telepathy 100 feet (aura, magical, mental) — Telepathy
Thin of Blood — Bone Prophets recover slowly from injuries. When they take physical damage from a critical hit, they gain 2d4 persistent bleed damage. They take a –2 circumstance penalty to flat checks to recover from persistent damage and saving throws against afflictions.
Raise Serpent (divine) — Frequency once per day Effect The bone prophet animates corpses of snakes, serpentfolk, or similar serpentine creatures within a 30-foot emanation. Any flesh on the bodies sloughs off, and they rise as skeletons. The bone prophet can raise one Large creature as a Skeletal Giant or up to three Medium creatures as Skeletal Champions; the equipment and attacks might be different depending on the corpses' possessions. These skeletons have the minion trait and are under the bone prophet's control; the bone prophet can give all these minions the same command with a single action that has the concentrate trait. Any skeletal minions that still remain after 10 minutes crumble to dust.
Serpentfolk Venom (poison) — Saving Throw DC 26 Fortitude Maximum Duration 6 rounds Stage 1 1d4 poison damage and Enfeebled 1 (1 round) Stage 2 2d4 poison damage and enfeebled 1 (1 round)

Spells

Dominate (rank 6)
Illusory Scene (rank 5)
Fly (rank 4)
Read Omens (rank 4)
Suggestion (rank 4)
Talking Corpse (rank 4)
Bind Undead (rank 3)
Blindness (rank 3)
Chilling Darkness (rank 3)
Vampiric Feast (rank 3)
Blood Vendetta (rank 2)
Blur (Self Only, At Will) (rank 2)
Create Undead (rank 2)
Darkness (rank 2)
Resist Energy (rank 2)
See the Unseen (rank 2)
Bane (rank 1)
Command (rank 1)
Detect Magic (rank 1)
Fear (rank 1)
Guidance (rank 1)
Harm (rank 1)
Illusory Disguise (At Will) (rank 1)
Light (rank 1)
Read Aura (rank 1)
Ventriloquism (rank 1)
Ventriloquism (At Will) (rank 1)
Void Warp (rank 1)

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