Prince of Propaganda

Level 20
Creature· feyUniqueMediumRemaster
AC
47
HP
400
Speed
40 ft.
Perception
+37
Fort
+36
Ref
+39
Will
+33
Immunities curse, death-effects, drained, fear-effects
Weaknesses cold-iron 20
Languages common, diabolic
Senses greater-darkvision, truesight 60 ft.
Skills deception +40, intimidation +40, diplomacy +38, stealth +38, acrobatics +36, athletics +36, society +36, thievery +36, religion +35
Other Speeds fly 120 ft.
Recall Knowledge DC 50 (nature, religion)

Attacks

Melee Club +40 (magical), Damage 3d6+19 bludgeoning
Melee Club +38 (magical, thrown 20 ft.), Damage 3d6+14 bludgeoning
Melee Shortsword +40 (agile, finesse, magical, versatile-s), Damage 3d6+19 piercing
Melee Manacle +40 (magical, reach 10 ft.)

Abilities

Constant Spellsinteraction
Aura of Disquietude

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


Reactive Strike
Inscribe Propaganda

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

Prince's Curse

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.

Shed Manacle

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.

Sneak Attack

The Prince deals an additional 3d6 precision damage to Off-Guard creatures.

Improved Grab

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.