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Bone ProphetCreature 8


UncommonNEMediumHumanoidSerpentfolk
Source Pathfinder Bestiary 2
Perception +15 (darkvision, scent (imprecise) 30 feet)
Languages Aklo, Common, Necril, Undercommon, Telepathy 100 Feet
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; Reflex +15; Will +19; +4 status to will saves vs. mental
HP 115
Speed 25 feet
Resistances Poison 10

Staff One Action +18 (+13, +8) to hit (magical, two hand d8) 2d4+9 Bludgeoning
Fangs One Action +17 (+12, +7) to hit (finesse) 2d6+9 Piercing

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Scent

Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).

If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.

Telepathy (aura, divination, magical)

A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

+1 Status to All Saves vs. Magic+4 Status to Will Saves vs. MentalRaise Serpent Three Actions (divine, necromancy, minion, concentrate)

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)


Divine Spontaneous Spells (DC 28, +20 to hit)

Cantrips (4th Level): Chill Touch, Detect Magic, Guidance, Light, Read Aura
1st Level (4 slots): Bane, Command, Fear, Ventriloquism
2nd Level (4 slots): Darkness, Death Knell, Resist Energy, See Invisibility
3rd Level (4 slots): Bind Undead, Blindness, Chilling Darkness, Vampiric Touch
4th Level (3 slots): Air Walk, Harm, Read Omens, Talking Corpse

Occult Innate Spells (DC 28, +18 to hit)

1st Level: Ventriloquism (At will)
2nd Level: Mirror Image (At will)
3rd Level: Illusory Disguise (At will)
5th Level: Illusory Scene, Suggestion
6th Level: Dominate

Rituals

2nd Level: Create Undead


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. Bone prophets often raise fallen aapophs as skeletons.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.