Prince of Propaganda
Level 20Attacks
Abilities
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
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 lo
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.
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 , 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.
The Prince deals an additional 3d6 precision damage to Off-Guard creatures.
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.