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Antler Shaman - Bestial 5
RARECEMEDIUMBESTIALUNGALSHAMAN

Draped in ceremonial hides and with bone charms etched with symbols most heinous, this emaciated creature's antlers are decorated with bits of rotting flesh and plant matter, its cloven hooves blackened with soot, its ears pierced with many simple bits of metal and bone. Its face tattooed, its gnarled hands gripping a shaped staff of root and antler that does seem to thrum with some small amount of power. Its feral eyes gleam with intelligence equaled only by its hunger. This dark thing radiates an unholy energy, a dark essence beyond that of a mere bestial. There is something...feral, profane and magickal about it.
Perception 1d20+16
Languages Feriak, as well as understanding Valarian (Common)
Skills Acrobatics: 1d20+8 , Athletics: 1d20+4 , Craft (Trap-Making): 1d20+6 , Craft (Alchemy): 1d20+6 , Intuition: 1d20+8 , Intimidate: 1d20+4 , Lore (Occult): 1d20+7 , Stealth: 1d20+8 , Spell-Weaving (Gluttony): 1d20+8 , Survival: 1d20+10

STR +0 , DEX +2 , CON +3 , INT +1 , WIS +4 , CHA +2

AC 19
Saving Throws Fort 1d20+9 , Ref 1d20+8 , Will 1d20+10 , Power Save (Strength): 1d20+4 , Logic Save (Intelligence): 1d20+5 , Ego Save (Charisma): 1d20+6
HP42 2d12+29 - Immunities Immune to Necrotic and Poison damage as well as to Persistent Damage (Poison) and Sickened Condition - Weaknesses Weakness (4) Psychic - Resistances N/A
Speed 40 feet
Melee Melee, Bite: 1d20+4 to hit. 1d6 piercing damage and 1d6 necrotic damage. Heal for the amount of necrotic damage you dealt. Also the bite is afflicted with Fevered Famine.   Melee, Antler: 1d20+4 to hit. 1d8 piercing damage and 1d6 necrotic damage.   Herd-Hart Staff: 1d20+7 to hit. 1d6+1 magic bludgeoning damage. Grants +1/Ungal Kin within 30 feet of the wielder so long as they are an Antler Shaman, to Spell-Weaving (Gluttony) rolls.
Ranged Sling: Range 20 feet. 1d20+4 to hit. 1d4 bludgeoning damage.
Special Abilities Skirmisher: Like all Ungals, Antler Shamans do have the Skirmish damage feature and add a roll of their Skirmish Dice 1d6 to damage when appropriate, however they also add this to Spell-Forms as well.   Tough Hide (1): +1 Natural Armor to Armor Score.   Hardy: Whenever rolling a new hit dice for level up, if roll a 1 or a 2, it counts as a 3 instead.   Step Aside: Have 1 extra reaction each round.   No Escape: Ungals are vicious and committed combatants, not known for letting up once they've engaged in melee combat. They have the ability to utilize their reaction to make a strike on any creature leaving their threatened melee range.   Greater Corruptive Resistance: Gifted by the Fell Gods this creature seems unbothered by even more moderately powerful corruptive influences. They also count the effects of corrupted regions like Scars upon Reality as two steps lower.   Feral Fasting: As an Antler Shaman, they have given up the simple boon to gain vitality when using their natural weapons for the greater boons of learning to call upon some of the dark magicks of Gluttony amongst their spell-forms.   One with the Deep Forests: Antler Shamans still gain this benefit, counting their Stealth rolls as being at +6 in forests and woodlands.   Fevered Famine: All Ungals carry this illness within them, transferred to any creature foolish enough to imbue their flesh, or any unlucky enough to be bitten whom are of poor enough natural hardiness and health. Any target that suffers a bite from an Ungal must make a DC 20 Fortitude Save. Upon a critical failure, the dark magick of the beast accelerates the issue, presenting the onset of symptoms immediately for the Fevered Famine (link TBA later) disease. Upon a failure, the victim merely gains the Exhausted (1) condition, but is afflicted. The GM should roll 1d4 in secret, this decides how many days the victim has until the onset of symptoms. On a success the victim is not afflicted, however still suffers from Exhausted (1). On a critical success they are absolutely fine.   Fearful of Spirit: Though true terrors of their chosen fell god, they still cannot stand the brightness of true spirit, for Gulagor can do nothing for them on this regard. Sudden bright illumination, brighter still than fire or flame, that of a source of radiant damage strikes a chord of immediate fear and terror. An Antler Shaman that takes radiant damage directly gains the Frightened (2) condition automatically. Any whom bear witness to any Ung kindred (Ungals, Antler Shamans, Ungitars or otherwise) taking such damage immediately gain the Frightened (1) condition.   Beast Blessed Senses: They have a natural +4 to Perception skill checks.   Occult Magick: Antler Shamans commonly know at least one basic spell-form that will be recognizable, even if the corrupted method of its weaving offends the sensibilities of any magister. The spell form from the general list presented here is not gospel, simply the likely most common option. GMs should feel free to switch the choice as would be appropriate for their situation, setting and narrative.   Hidden Focus Path Ability: Foul Sorcery: This is not available on the base shaman profession for player use because it will be an additional GM supplement that should not be accessible to PCs unless you as the GM and your players have discussed and agreed to telling that sort of story. However for the monsters that count as shamans within the articles of this bestiary, those that are followers of the Fell and Ruined Gods do utilize this supplimentary material. Antler Shamans follow Gulagor, and as such, you will find two Famine spell-forms presented here. Similarly to the general spell-form these are not gospel just the two most likely options, feel free to change the choices as fits your needs as a GM.   Unstable Magick: Every time it attempts to weave a spell-form, it rolls the instability dice 1d4 and tracks that number. Should it ever trigger a miscast, when it rolls for the event, the instability is discharged, that pool then added to the roll. If it reaches 100 it discharges automatically, and it is automatically a Major Miscast instead of being added to the d100 roll, since 100 automatically means you'd have to roll again on the Major Miscast table.   Manna Surge: Whenever the Shaman successfully casts a spell-form, they 1d8 , and check which element it corresponds to;  
NumberElement
1Fire
2Psychic
3Lightning
4Radiant
5Thunder
6Cold
7Necrotic
8Poison
  Whichever element you end up on, the Antler Shaman becomes Resistant (5) to that damage type for the next round.   Maddening Aura: So long as you have an Instability Score of at least 1, you have a 10 foot maddening aura, where any creature that ends the turn within the radius of the aura must make a Logic Save against the Shaman's Profession DC (20). On a critical failure they take 1d10 psychic damage and become Stupified (1) and Confused (1). On a regular failure they simply take 1d10 Psychic damage and become Confused (1). On a success they merely become Frightened (1) and on a critical success, nothing happens.   Maddening Magick Pact Bond: When a Cultist decides to discharge their Instability into a spell-form, the targets of said spell-form, besides all other effects of the spell itself they are subjected to, the target(s) are subjected to a random condition (could be positive or negative). If its a condition with a numeric counter, they suffer (1) for every 10 Instability the shaman discharged.
Spells

Spell DC: 20

  Instability: 0/100   Shaman DC: 20  

Curse of the Ravenous

  Casting DC: 18, Range: 60 feet, Duration: Maintained (Up to 1 minute), Target: 1 creature in range. Effects: The target creature must attempt a Fortitude Save. A critical failure sees the target unable to mitigate the spell-forms effects, and they merely are forced to take the 1d12 necrotic damage every round the spell is maintained. A failure sees them able to make a choice on each at the start of each of their turns whilst suffering this effect. Spend one action eating something, some sort of food (consuming 1 whole day's worth of rations that fast) and avoid the damage, or take the damage. A success presents them with the same choice but they only take half the damage, and a Critical Success means they suffer no effect.  

Feasting Thorn

  Casting DC: 19, Range: 60 feet, Duration: 1 minute, Target: 1 creature in range, Effects: This spell-form doubles as a ranged attack, and if it hits the target takes 1d6 piercing damage and 1d6 necrotic damage. However the thorn requires a Medical check to overcome DC 20 to remove. The Antler Shaman, at the cost of gaining a roll of Instability, so long as the thorn is in the target, spend 1 action and deal 1d6 necrotic damage to that target, so long as they are within 60 feet, and the Shaman also recovers that many wounds.  

Elemental Spray

  Casting DC: 15, Range: 15 foot cone in a direction from self. Duration: Instant, Target: All creatures within the cone. Effect: Any creature within the area of the cone must attempt an Reflex Save. Should they succeed, they only take half damage. Should they critically Succeed they take no damage. Should they fail, they take 2d4 of the appropriate elemental damage (Necrotic or Poison, it'll be random), if they critically fail they take double damage.

Loot/Gear

  Hart-Herd Staff: +1 Accursed Staff, granting the Antler Shaman +1/Ungal Kin within 30 feet of them to Spell-Weaving (Gluttony)   Ravenous Vestments: Cursed Object, Feeds on wearer every day, permanently Injured (1) so long as this is equipped. Grants the wearer +2 to all Saving Throws against Magick effects and spells.   Talisman of the Boar: Grants +2 Constitution.   Bracelet of the Tree-Born: Grants the wearer +1 protection boost to Armor Class. Becomes +2 if the wearer is a Woad Elf.   Ravening Incense: If lit and left burning any carnivorous animal within some 200 feet will be drawn in towards the smell, and will ravenously attack any living things in the immediate vicinity. Used in traps.   1x Minor Healing Elixir: 2d4+2 hit point recovery.   Gluttony Tome: Gifted of Gulagor, contains the foul and Feral magicks written in Feraik that such shamans use. Has a tainted aura.   Shamanistic Ritual Kit (Famine): Totems and tokens utilized by Shamans for good luck. Grants 1/rest reroll of any Spell-Weaving (Gluttony) roll. Contains: Carved bird skull, preserved piece of bull moose heart, a dwarven tibia, two vials of blood, and a small piece of putrid rotting meat wrapped most carefully.

Created by

Keon Croucher.

System

Pathfinder 2e

Statblock Type

Monster / NPC

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