The First Faithful
Creature 13 (rare) — fiend, human, humanoid, unholy
Pre-Remaster content. May include legacy alignment.
AnvilSnareLANDfiendunholydivinepoison
Source: kingmaker-bestiary (Pre-Remaster)
Perception +24; darkvision
Languages chthonian, common
Skills deception +27, intimidation +27, occultism +23, religion +28, society +23
Str
+3
Dex
+2
Con
+2
Int
+1
Wis
+5
Cha
+4
Items Staff of Necromancy (Major), Cultist Robes
AC 34
Fort +24
Ref +20
Will +26
HP 240
Immunities poison
Resistances acid 15, physical (except cold-iron) 15
Weaknesses holy 15
Speed 25 feet
Offense
Melee Staff (magical, staff, two-hand-d8, unholy) +21, Damage 1d4+3 bludgeoning
Melee Worm Jaws (agile, reach-10, unholy) +25, Damage 3d8+6 piercing plus 2d8 poison
Abilities
Attack of Opportunity (Worm Jaws Only) — Worm jaws only.
Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.
Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.
Refocus Curse (divine) — Frequency only once
Effect The First Faithful stretches out his hands toward a single PC within 60 feet, focusing a swirling beam of phantasmal worms and pale light to strike that PC. This immediately ends the Curse Countdown and saves any other targets from its effects, but the targeted PC must immediately attempt a Will save to resist the curse's effects. The DC of this save is equal to 27 minus the Curse Countdown's current value.
Effect The First Faithful stretches out his hands toward a single PC within 60 feet, focusing a swirling beam of phantasmal worms and pale light to strike that PC. This immediately ends the Curse Countdown and saves any other targets from its effects, but the targeted PC must immediately attempt a Will save to resist the curse's effects. The DC of this save is equal to 27 minus the Curse Countdown's current value.
Release the Inmost Worm (mental, occult) — The First Faithful makes fists with both hands, pressing them to their temples so that their outward pointing thumbs extend to the left and right while they cry out in painful religious rapture. The hourglass-shaped scar on their forehead bulges briefly before a bloody worm is expelled from the center of the scar. This worm shoots through the air to target two creatures within 30 feet, who must then attempt a DC 34 Fortitude save. The First Faithful can't Release the Inmost Worm again for 1d4 rounds.
Critical Success The target is unaffected.
Success The worm lands on the target and causes agonizing pain before dropping to the floor and fading away. The target takes 3d6 mental damage.
Failure The worm lands on the target and burrows into their flesh, leaving no trace of a hole. The target seems to age rapidly for a moment, takes 6d6 mental damage, and is Stupefied 1 for 1 round before the pain fades and the target returns to its actual age.
Critical Failure As failure, but the target also takes 6d6 persistent mental damage. The target remains stupefied 1 as long as the mental damage persists, during which they appear to be aging rapidly. Once the persistent damage ends, the target's appearance reverts to normal.
Critical Success The target is unaffected.
Success The worm lands on the target and causes agonizing pain before dropping to the floor and fading away. The target takes 3d6 mental damage.
Failure The worm lands on the target and burrows into their flesh, leaving no trace of a hole. The target seems to age rapidly for a moment, takes 6d6 mental damage, and is Stupefied 1 for 1 round before the pain fades and the target returns to its actual age.
Critical Failure As failure, but the target also takes 6d6 persistent mental damage. The target remains stupefied 1 as long as the mental damage persists, during which they appear to be aging rapidly. Once the persistent damage ends, the target's appearance reverts to normal.
Divine Prepared Spells DC 34, attack +24
7th Finger of Death
6th Repulsion, Vampiric Exsanguination
5th Abyssal Plague, Shadow Blast
4th Air Walk, Divine Wrath
3rd Blindness, Dream Message, Vampiric Touch
2nd Death Knell, Dispel Magic, Ghoulish Cravings, See Invisibility
1st Command, Fear, Harm (×5), Heal (×3), Ray of Enfeeblement
Cantrips (7th) Detect Magic, Divine Lance, Light, Message, Shield
WORKS WELL WITH
SniperLANDA ranged damage dealer stays outside the long reach threat while this bruiser anchors the front and punishes approach.
FlankerLANDA mobile skirmisher exploits the single PC already singled out and weakened by the curse.
WeaverLANDA second caster stacks additional save pressure once the curse has already strained the target's defenses.
PUNISHES
✖ melee reliance✖ low Will✖ isolated PC
Avoid stacking with another heavy reach-based frontline threat; the zone-control pressure becomes redundant and easy to plan around.
Works well with · Punishes · Pairing advice
Unlock with Tactics
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