Curse Monger
Oracles who have been consumed by their visions and the divine gifts bestowed upon them turn to more sinister paths, becoming curse mongers.
- AC
- 35
- HP
- 230
- Perc
- +23
- Fort
- +23
- Ref
- +25
- Will
- +26
- STR
- +1
- DEX
- +5
- CON
- +3
- INT
- +8
- WIS
- +4
- CHA
- +4
- sickle +25 2d4+13 slashing
- fist +24 1d4+13 bludgeoning
- AC
- 35
- HP
- 230
- STR
- +1
- DEX
- +5
- CON
- +3
- INT
- +8
- WIS
- +4
- CHA
- +4
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.
AC 35
Fort +23
Ref +25
Will +26
–2 to all saves vs. curses
HP 230
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.
Speed 25 feet