The speakers for the dead known as bone prophets hold an esteemed place as voices for their decapitated god. Burial rites, necromantic rituals, and the delivery of cryptic utterances supposedly whispered to them by Ydersius all fall under the dominion of these priests. Bone prophets often raise fallen aapophs as skeletons.
A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.
AC 25; Fort +13, Ref +14, Will +17 ; +1 status to all saves vs. magic; +4 status to will saves vs. mental
HP 100; Resistances poison 10
+1 Status to All Saves vs. Magic
+4 Status to Will Saves vs. Mental
Speed 25 feet
Melee Fangs +16 (finesse), Damage 2d8+8 piercing plus Serpentfolk Venom
Effect The bone prophet animates corpses of snakes, serpentfolk, or similar serpentine creatures within a 30-foot emanation. Any flesh on the bodies sloughs off, and they rise as skeletons. The bone prophet can raise one Large creature as a Skeletal Giant or up to three Medium creatures as Skeletal Champions; the equipment and attacks might be different depending on the corpses' possessions.
These skeletons have the minion trait and are under the bone prophet's control; the bone prophet can give all these minions the same command with a single action that has the concentrate trait. Any skeletal minions that still remain after 10 minutes crumble to dust.
Serpentfolk Venom(poison)
Saving Throw DC 25 Fortitude
Maximum Duration 6 rounds
Stage 1 1d4 poison damage and Enfeebled 1 (1 round)
Stage 2 2d4 poison damage and enfeebled 1 (1 round)
Sneak Attack
The creature's Strikes deal an additional 1d6 precision damage to Off-Guard creatures.