Despot
Creature 5 — human, humanoid
Despots live to amass and exploit power over others. Villains pursue selfish and cruel goals, trampling over anyone in their way.
Source: pathfinder-npc-core
Perception +11
Skills athletics +11, deception +13, diplomacy +11, intimidation +13, performance +13, religion +11, society +13
Str
+2
Dex
+2
Con
+0
Int
+4
Wis
+2
Cha
+4
AC 21
Fort +9
Ref +9
Will +13
HP 60
Speed 25 feet
Offense
Melee Spiked Gauntlet +15, Damage 1d4+6 piercing
Abilities
Persistent Lies — Any creature deceived by the despot's Deception skill believes the deception more readily on the next day. Any later Perception checks attempted 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.
Sorcerous Potency — When the despot Casts a Spell from a spell slot that deals damage, they gain a status bonus to the spell's initial damage equal to the spell's rank.
Tongue of Flame — When the despot casts Charm, Diabolic Edict, Enthrall, or Floating Flame, either a target takes 1 fire damage per spell rank, or the despot gains a +2 status bonus to Deception checks for 1 round.
Spells
Chilling Darkness (rank 3)
Enthrall (rank 3)
Blood Vendetta (rank 2)
Calm (rank 2)
Floating Flame (rank 2)
See the Unseen (rank 2)
Bane (rank 1)
Command (rank 1)
Daze (rank 1)
Diabolic Edict (rank 1)
Fear (rank 1)
Harm (rank 1)
Ignition (rank 1)
Message (rank 1)
Sanctuary (rank 1)
Shield (rank 1)
Void Warp (rank 1)
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