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Curse MongerCreature 14


RareMediumHumanHumanoid
Source Pathfinder NPC Core
Perception +23
Languages Aklo, Chthonian, Common, Daemonic, Fey
Skills Arcana +25, Deception +25, Intimidation +23, Occultism +29, Stealth +24
Str +1, Dex +5, Con +3, Int +8, Wis +4, Cha +4

AC 35; Fort +23; Reflex +25; Will +26; –2 to all saves vs. curses
HP 230
Speed 25 feet

Sickle One Action +25 (+21, +17) to hit (agile, finesse, magical, trip) 1d6 Bleed + 2d4+13 Slashing
Fist One Action +24 (+20, +16) to hit (agile, finesse, nonlethal, unarmed) 1d4+13 Bludgeoning

Incurable Curse (curse)

The curse monger is permanently Clumsy 1, Drained 1, Enfeebled 1, or Stupefied 1 by a curse that can't be removed from them in any way. The GM chooses the condition and decides whether the curse is arcane, divine, occult, or primal.

–2 To All Saves vs. CursesCursed Aura (aura, curse, occult)

30 feet. The very earth and air around the curse monger are poisoned by the curses that burden their soul. Any creature who enters or starts their turn in the aura must succeed at a DC 31 will save or be Doomed 1 (or Doomed 2 on a critical failure). Regardless of the result of its save, the creature is then temporarily immune for 1 hour.

Share Burden One Action (concentrate, curse)

The curse monger shares their awful burden with one creature they can see within 120 feet. The target must succeed at a DC 37 will save or be afflicted with the same condition as the curse monger's incurable curse for 24 hours. On a critical failure, the curse's value is 2. The curse lasts for 24 hours but can be removed (unlike the incurable curse), and ends if the curse monger dies. This action has the same tradition trait as incurable curse.


Occult Spontaneous Spells (DC 37, +29 to hit)

Cantrips (7th Level): Daze, Figment, Message, Telekinetic Hand, Void Warp
1st Level (3 slots): Bane, Fear, Ill Omen
2nd Level (3 slots): Blood Vendetta, Darkness, Laughing Fit, Paranoia
3rd Level (3 slots): Hypercognition, Mind Reading, Slow
4th Level (3 slots): Outcast's Curse, Vision of Death
5th Level (3 slots): False Vision, Mariner's Curse, Wave of Despair
6th Level (3 slots): Cursed Metamorphosis, Dominate, Never Mind, Phantasmal Calamity, Spellwrack
7th Level (3 slots): Possession


Oracles who have been consumed by their visions and the divine gifts bestowed upon them turn to more sinister paths, becoming curse mongers. Seeking to rid themselves of the shadows that haunt them, curse mongers lash out and attempt to bind others to their fate.


Hidden secrets and occult powers have an irresistible lure for many. Since the majority of these NPCs are spellcasters, consider using alternative spell lists to adjust their themes.


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.