Curse Monger
An oracle consumed by their own visions now spreads that curse outward, dooming anyone who lingers too close.
Oracles who have been consumed by their visions and the divine gifts bestowed upon them turn to more sinister paths, becoming curse mongers. Seeking to rid themselves of the shadows that haunt them, curse mongers lash out and attempt to bind others to their fate.
They take a –2 penalty to all saves vs. curses.
In play
Cursed Aura (aura, curse, occult) 30 feet. The very earth and air around the curse monger are poisoned by the curses that burden their soul. Any creature who enters or starts their turn in the aura must succeed at a DC 31 Will save or be doomed 1 (or doomed 2 on a critical failure). Regardless of the result of its save, the creature is then temporarily immune for 1 hour.
Level 14
Perception +23 · Languages Aklo, Chthonian, Common, Daemonic, Fey · Skills Arcana +25, Deception +25, Intimidation +23, Occultism +29, Stealth +24
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| +1 | +5 | +3 | +8 | +4 | +4 |
| AC | Fort | Ref | Will |
|---|---|---|---|
| 35 | +23 | +25 | +26 |
HP 230
Speed 25 feet
Actions
- Melee Sickle [Single Action] +25 (Agile, Finesse, Magical, Trip), Damage 2d4+13 slashing plus 1d6 persistent bleed
- Melee Fist [Single Action] +24 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+13 bludgeoning