Monster Dossier
False Priest
False Priest is a fantasy monster entry from source GMG.
Traits
nmediumhumanhumanoid
Rules & statistics
Monster Profile
Perception
10
Languages
- Languages
- common
Skills
- Acrobatics
- 10
- Athletics
- 8
- Deception
- 12
- Performance
- 12
- Religion
- 8
- Society
- 6
Ability Mods
- Str
- 0
- Dex
- 4
- Con
- 3
- Int
- 0
- Wis
- 2
- Cha
- 4
Items
- alchemical tools (used as "blessed items" to fool marks)
- backpack
- cloak
- hand crossbow (20 bolts)
- collection of fake relics
- wooden religious symbol
- studded leather armor
- rapier
Defenses
- Ac
- 21
- Saving Throws
- Fort
- 11
- Ref
- 12
- Will
- 10
- Hp
- Hp
- 51
Speed
- Walk
- 25
Attacks
- Range
- Melee
- Name
- rapier
- Attack
- 12
- Traits
- deadly
- disarm
- finesse
- Damage
- 1d6+8 piercing
- Types
- piercing
- Range
- Ranged
- Name
- hand crossbow
- Attack
- 12
- Traits
- range increment
- reload
- Damage
- 1d6+4 piercing
- Types
- piercing
Abilities
- Entries
- On the first round of combat, if the false priest rolls Deception or Performance for initiative, creatures that haven't acted yet are flat-footed to the false priest.
- Name
- Thaisheir's Surprise
- Activity
- Number
- 1
- Unit
- action
- Traits
- emotion
- mental
- Entries
- The false priest convinces someone of their omnipotence by attempting a Deception check compared to the creature's Will DC. If successful, the target gains 1d8+4 temporary Hit Points that last for 1 hour or until the false priest removes them by rebuking the target, whichever occurs first.
- Name
- Fickle Prophecy
- Entries
- The false priest deals an extra 1d6 precision damage to flat-footed creatures. This increases to 2d6 against creatures flat-footed due to the false priest's Feint or thaisheir's surprise.
- Name
- Sneak Attack
- Activity
- Number
- 1
- Unit
- reaction
- Trigger
- The false priest critically fails a Deception or Performance check
- Frequency
- Unit
- hour
- Number
- 1
- Entries
- The false priest Stride||Strides.
- Name
- The Jig Is Up
Background
Lore
No lore provided.