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The First FaithfulCreature 13


RareCEMediumHumanHumanoidFiend
Source Pathfinder Kingmaker
Perception +24 (darkvision)
Languages Abyssal, Common
Skills Deception +27, Intimidation +27, Occultism +23, Religion +28, Society +23
Str +3, Dex +2, Con +2, Int +1, Wis +5, Cha +4

AC 34; Fort +24; Reflex +20; Will +26;
HP 240
Speed 25 feet
Immunities poison
Weaknesses Good 15
Resistances Acid 15, Physical 15

Staff One Action +21 (+16, +11) to hit (magical, staff, two hand d8) 1d4+3 Bludgeoning
Worm Jaws One Action +25 (+21, +17) to hit (agile, reach 10) 2d8 Poison + 3d8+6 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.

Attack of Opportunity Reaction

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.

Refocus Curse One Action (divine, necromancy)

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.

Release the Inmost Worm Two Actions (mental, necromancy, 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.


Divine Prepared Spells (DC 34, +24 to hit)

Cantrips (7th Level): Detect Magic, Divine Lance, Light, Message, Shield
1st Level: Command, Fear, Harm, Heal, Ray of Enfeeblement
2nd Level: Death Knell, Dispel Magic, Ghoulish Cravings, See Invisibility
3rd Level: Blindness, Dream Message, Vampiric Touch
4th Level: Air Walk, Divine Wrath
5th Level: Abyssal Plague, Shadow Blast
6th Level: Repulsion, Vampiric Exsanguination
7th Level: Finger of Death

Ritual

5th Level: Incarnate Ancestry
6th Level: Planar Binding



Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Human

A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.

Humanoid

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