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Prince of Propaganda

Creature 20 (unique) — fey, unholy

FlankerWeaverLANDAERIALfey

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; greater-darkvision, truesight 60 feet
Languages common, diabolic; Truespeech
Skills acrobatics +36, athletics +36, deception +40, diplomacy +38, intimidation +40, Norgorber Lore +38, religion +35, society +36, stealth +38, thievery +36, Warfare Lore +38
Str
+9
Dex
+7
Con
+7
Int
+7
Wis
+6
Cha
+9
Items Club, Shortsword
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 (magical) +40, Damage 3d6+19 bludgeoning plus Princes Curse
Ranged Club (magical, thrown-20) +38, Damage 3d6+14 bludgeoning plus Princes Curse
Melee Shortsword (agile, finesse, magical, versatile-s) +40, Damage 3d6+19 piercing plus Princes Curse
Melee Manacle (magical, reach-10) +40, Damage 1d4 bludgeoning plus Improved Grab

Abilities

Constant Spells — A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.
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.

A creature that first enters the area must attempt a Will save.

Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.

Critical Success The creature is unaffected by the presence.

Success The creature is Frightened 1.

Failure The creature is Frightened 2.

Critical Failure The creature is Frightened 4.
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
Occult Innate Spells DC 44, attack +36
10th Fabricated Truth
8th Disappearance
6th Truesight (Constant)
5th Mind Probe (At Will), Truespeech (Constant)
4th Confusion, Rewrite Memory

WORKS WELL WITH

AnvilLAND / AERIALThe anvil occupies the front line while the flanker uses flight to reach priority targets and apply the debilitating curse.
SniperLAND / AERIALCursed and off-guard enemies created by the flanker's strikes set up reliable precision damage from a sniper at range.
CrasherLAND / AERIALThe crasher's disruption spreads frightened conditions that the flanker exploits through reactive strike and sneak attack.

PUNISHES

✖ clumping✖ flanking✖ low Will
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder #206: Bring the House Down.

This stat block is Remaster content, used under the ORC License. Reserved Material and Product Identity remain the property of Paizo Inc.

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