pf2e.fyi

Despot

CREATURE 5

Despots live to amass and exploit power over others.


Villains pursue selfish and cruel goals, trampling over anyone in their way.


Perception +11
Languages Common, Diabolic
Skills Athletics +11, Deception +13, Diplomacy +11, Intimidation +13, Performance +13, Religion +11, Society +13, Warfare Lore +13
Str +2, Dex +2, Con +0, Int +4, Wis +2, Cha +4
Persistent Lies

Any creature deceived by the despot's Deception skill believes the deception more readily on the next day. Any later Perception checks attempted 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 21; Fort +9, Ref +9, Will +13
HP 60

Speed 25 feet
Melee Spiked Gauntlet +15 (agile, free hand), Damage 1d4+6 piercing
Divine Spontaneous Spells DC 23, attack +14; 3rd (3 slots) Chilling Darkness, Enthrall, Harm; 2nd (4 slots) Blood Vendetta, Calm, Floating Flame, See the Unseen; 1st (4 slots) Bane, Command, Fear, Sanctuary; Cantrips (3rd) Daze, Ignition, Message, Shield, Void Warp
Sorcerer Bloodline Spells DC 22, attack +14, 1 Focus Point; 3rd Diabolic Edict
Sorcerous Potency

When the despot Casts a Spell from a spell slot that deals damage, they gain a status bonus to the spell's initial damage equal to the spell's rank.

Tongue of Flame

When the despot casts Charm, Diabolic Edict, Enthrall, or Floating Flame, either a target takes 1 fire damage per spell rank, or the despot gains a +2 status bonus to Deception checks for 1 round.

Pathfinder NPC CoreORC