Prince of Propaganda

Level 20
Creature· feyUniqueMediumRemaster
AC 47
HP 400
Speed 40 ft.
Fort +36
Ref +39
Will +33
Perc +37
Size Medium
Unique
Immunities curse, death effects, drained, fear effects
Weaknesses cold iron 20
Spells
Languages common, diabolic
Senses greater-darkvision, truesight 60 ft.
Speeds 40 ft., fly 120 ft.
Skills deception +40, intimidation +40, diplomacy +38, stealth +38, acrobatics +36, athletics +36, society +36, thievery +36, religion +35
Recall Knowledge nature or religion DC 50

Attacks

Melee Club +40/+35/+30(magical)
Damage: 3d6+19 bludgeoning
Effect: princes curse
Melee Club +38/+33/+28(magical, thrown 20 ft.)
Damage: 3d6+14 bludgeoning
Effect: princes curse
Melee Shortsword +40/+36/+32(agile, finesse, magical, versatile S)
Damage: 3d6+19 piercing
Effect: princes curse
Melee Manacle +40/+35/+30(magical, reach 10 ft.)
Effect: improved grab

Abilities

Constant Spellsinteraction

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 Disquietudedefensive(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. Effect: Aura of Disquietude 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 Strikedefensive

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.

Inscribe Propagandaoffensive(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 Curseoffensive(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 Manacleoffensive

Trigger The Prince has grabbed a creature with his manacle Effect The manacle clasps drop away from the chain the Prince holds. The creature remains grabbed until they Escape, at which point its manacles vanish. The Prince can't make manacle Strikes again until his next turn when his chain creates a new set of manacles at its end.

Sneak Attackoffensive

The Prince deals an additional 3d6 precision damage to Off-Guard creatures.

Improved Graboffensive

Trigger The monster's last action was a successful Strike that lists Improved Grab in its damage entry, or the monster has a creature Grabbed or Restrained Effect If used after a Strike, the monster attempts to Grapple the creature using the body part it attacked with as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty. The monster can instead use Improved Grab as an action and choose one creature it's grabbing or restraining with an appendage that has Improved Grab to automatically extend that condition to the end of the monster's next turn.

Description

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 ultimately wars. The vilderavn stays at the ruler's side until victory is within grasp, the war almost won, then exacts the cruel stroke of betrayal. Their magic turns the mortals against each other, and the vilderavn's sword falls swiftly.

Traits