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Prince of Propaganda

Creature 20 (unique) — fey, unholy

In their true form, a vilderavn is a great raven with a wingspan of 6–8 feet. Adaptable shapeshifters, they can change to the fighting forms of a snarling wolf, a hybrid of both wolf and raven, and a tall humanoid in black armor with a massive greatsword. More sinister is their ability to assume a humanoid guise suited to insinuating themselves into the retinues of boastful mortal rulers. With historical knowledge and clever rumormongering, they goad the proud into squabbles, feuds, and ultimate

Source: curtain-call-bestiary

Perception +37
Skills acrobatics +36, athletics +36, deception +40, diplomacy +38, intimidation +40, religion +35, society +36, stealth +38, thievery +36
Str
+9
Dex
+7
Con
+7
Int
+7
Wis
+6
Cha
+9
AC 47 Fort +36 Ref +39 Will +33
HP 400
Immunities curse, death-effects, drained, fear-effects
Weaknesses cold-iron 20
Speed 40 feet, fly 120 feet

Offense

Melee Club +40, Damage 3d6+19 bludgeoning
Ranged Club +38, Damage 3d6+14 bludgeoning
Melee Shortsword +40, Damage 3d6+19 piercing
Melee Manacle +40, Damage 1d4 bludgeoning

Abilities

Constant Spells — Constant Spells
Aura of Disquietude (aura, emotion, fear, mental) — 30 feet. DC 41 Will As Frightful Presence, plus a creature frightened by the aura becomes suspicious; it doesn't count any other creature as its ally and can't Aid or flank. On a critical failure, the creature also can't be a willing target for harmless or helpful magic. Frightful Presence
Reactive Strike — Reactive Strike
Inscribe Propaganda (curse, divine, incapacitation, mental) — Frequency once per turn Effect The Prince lifts the writer's quill he carries, points its nib at a target he can see that's within 120 feet, and then writes Invisible text in the air. The target hears the sound of the quill nib scratching words into parchment and must attempt a DC 44 Will save. The target then becomes temporarily immune to Inscribe Propaganda for 24 hours. **Critical Success** The target is unaffected. **Success** The target's worldview shifts, causing it to momentarily lose track of who its allies and enemies are. It becomes Slowed 1 for 1 round. **Failure** The Prince's propaganda influences the target, causing it to believe lies about allies or foes and to take a course of action chosen by the Prince of Propaganda. The target is affected as if by subconscious suggestion, but with a duration of 1 hour, and the suggestion must arise logically from the target's temporary belief in the lie or conspiracy. **Critical Failure** As failure, but with an unlimited duration.
Prince's Curse (curse, occult) — A creature hit by the Prince's melee attack becomes cursed. It becomes Off-Guard and takes 2d6 persistent bleed damage that's difficult to stanch. The DC to stop the bleeding using Administer First Aid is 40, and healing the creature to full HP doesn't automatically end the bleeding. Removing the curse ends the bleeding and off-guard condition.
Shed Manacle
Sneak Attack — The Prince deals an additional 3d6 precision damage to Off-Guard creatures.
Improved Grab — Improved Grab

Spells

Fabricated Truth (rank 10)
Disappearance (rank 8)
Truesight (Constant) (rank 6)
Mind Probe (At Will) (rank 5)
Truespeech (Constant) (rank 5)
Confusion (rank 4)
Rewrite Memory (rank 4)

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