CREATURE 5
Perception +11
Languages Common, Infernal
Skills Athletics +10, Deception +13, Diplomacy +12, Intimidation +13, Performance +13, Society +12, Warfare Lore +10
Str +2 Dex +2 Con +0 Int +4 Wis +2 Cha +4
Items lesser darkvision elixir, minor healing potion (2), spiked gauntlet
Persistent Lies Any creature deceived by the despot's Deception skill believes the deception more readily on the next day. Any attempts to later attempt a Perception check against the despot's Deception DC take a –2 circumstance penalty, as do other creatures' attempts to convince the creature otherwise, such as through Diplomacy or further Deception.
AC 19; Fort +9, Ref +9, Will +13
HP 56
Speed 25 feet
Melee spiked gauntlet +11 (agile), Damage 1d4+4 piercing
Divine Spontaneous Spells DC 23, attack +13; 3rd (4 slots) chilling darkness, enthrall, harm; 2nd calm emotions, flaming sphere, see invisibility, undetectable alignment; 1st (4 slots) charm, command, fear, sanctuary; Cantrips (3rd) chill touch, daze, message, produce flame, shield
Bloodline Magic When the despot casts a bloodline spell, enthrall, flaming sphere, or charm, either a target takes 1 fire damage per spell level, or the despot gains a +1 status bonus to Deception checks for 1 round.
Dangerous Sorcery When the despot Casts a Spell from a spell slot, if the spell deals damage and doesn't have a duration, the despot gains a status bonus equal to the spell's level to that spell's damage.
Gamemastery Guide, page 249.
Open Despot in the interactive creatures list or browse all creatures starting with D.