Dulöltü Rarch's representative on the surface, Culttegsu, introduces new members to the community below and protects the cult from outside influences. | |
Perception | +12 ; Low-Light Vision |
Languages | Common, Upach |
Skills | Acrobatics +12 , Athletics +10 , Deception +13 , Diplomacy +12 , Nature +12 , Occultism +8 , Performance +13 , Society +8 |
STR +1 , DEX +4 , CON +4 , INT +1 , WIS +2 , CHA +4 | |
Items | Adze, Cloak, Hand Crossbow |
AC | 21 |
Saving Throws | Fort +12, Ref +13, Will +11 |
HP | 71 |
Speed | 25 feet |
Melee | ![]() |
Ranged | ![]() |
Special Abilities | Gripilli Weapon Familiarity Gripilli Weapon Innovator Vine Familiar (Minion, Tiny) The prophesy's Patron grants some of their followers a portion of their essence as a vine familiar, that is typically entwined around the cultist. Burrower, Climber, Plant Form Tree Shape; Perception +4, Athletics +4, Stealth +4; AC 21, Fort +12, Ref +13, Will +11; HP 25; Toxic Skin ![]() Deceiver's Surprise On the first round of combat, if the false priest rolls Deception or Performance for initiative, creatures that haven't acted yet are flat-footed to the false priest. Fickle Prophecy (emotion, mental) The false priest convinces someone of their omnipotence by attempting a Deception check compared to the creature's Will DC. If successful, the target gains 1d8+4 temporary Hit Points that last for 1 hour or until the false priest removes them by rebuking the target, whichever occurs first. Sneak Attack The false priest deals an extra precision damage to flat-footed creatures. This increases to 2d6 against creatures flat-footed due to the false priest's Feint or deceiver's surprise. The Jig Is Up ![]() |
Spells | Primal Spells DC 19, attack +11 ; 3rd summon plant or fungus, Noxious Vapors; 2nd Fungal Infestation, Noxious Vapors, Summon plant or fungus; 1st Fear, Noxious Vapors, Pummeling Rubble, summon plant or fungus, Swampcall; cantrips (3rd) Acid Splash, Gouging Claw, Puff of Poison, Spout, Tanglefoot Focus Spells 2 Focus Points, cantrips (3rd) phase familiar, wilding word |
InfluenceDiscoveryDiscovery DC 18 Occultism, DC 20 Society, DC 23 PerceptionInfluence Skills DC 16 Occultism (Understanding the nature of patron relationships), DC 16 Society, DC 20 Intimidation, DC 20 Performance, DC 22 Diplomacy, DC 24 Deception Resistances The Green-Eyed Prophecy is inherently suspicious of Humans, Elves, and Dwarves. Influence Appeals by these ancestries increase the check’s DC by 2. Weaknesses Culttegsu is easily impressed by magical displays, a magical display of a spell unfamiliar to Culttegsu reduces the Occultism DC by 2. Penalty Antagonizing Culttegsu causes him to cut the meeting short, reducing it to 2 rounds instead of 3. Influence ThresholdsInfluence 4 Culttegsu will assure safe passage for the party back out of the temple, and safe passage for the party through the Nakaya Marshes.Influence 6 Culttegsu will escort the party through this level of the dungeon. (to an Ambush) Influence 8 Culttegsu will present the party to the community below for membership in the Green-Eyed Prophecy. |