Clad in bloodstains, ivory fetishes, and animal hides, this apelike priest’s regalia speaks to the horrible powers it serves.
Devotee of the BloodLord CR 7
Speed 20 ft., climb 30 ft.
Melee +1 spear +8 (1d6+2/×3), bite +2 (1d3+1)
Ranged rock +9 (1d4+1, 19–20)
Special Attacks channel negative energy 6/day (DC 15, 3d6), shrieking frenzy, thrown-weapon Mastery
Domain Spell-Like Abilities (CL 5th; concentration +8)
6/day—touch of chaos
6/day—touch of evil (2 rounds)
Cleric Spells Prepared (CL 5th; concentration +8)
3rd—bestow curse (DC 16), blindness/deafness (DC 16), magic circle against goodD
2nd—aid, align weaponD, desecrate, silence (DC 15)
1st—bane (DC 14), cure light wounds (2), magic stone, protection from goodD
0 (at will)—bleed (DC 13), detect magic, detect poison, purify food and drink
D domain spell; Domains Chaos, Evil
Str 13, Dex 15, Con 16, Int 8, Wis 16, Cha 16
Base Atk +5; CMB +5; CMD 18
Feats Combat Casting, Improved Natural Armor, Point-Blank Shot, Selective Channeling, Throw AnythingB
Skills Climb +11, Knowledge (religion) +4, Perception +4, Spellcraft +6, Stealth +8; Racial Modifiers +4 Stealth
Languages Abyssal, Polyglot
Combat Gear scroll of cure moderate wounds, scrolls of invisibility (2); Other Gear +1 hide armor, +1 spear, ring of protection +1, ivory holy symbol worth 30 gp, mwk manacles
These wild hermits exchange a cleric’s normal spells for ones to help them contain, augment, and direct the natural world, using stone shape and glyph of warding to fashion animal traps, sanctuary to move unharmed among wild beasts, and bear’s endurance and bull’s strength to augment their vile creations before launching them into combat.
Pathfinder Campaign Setting: Inner Sea Monster Codex © 2015, Paizo Inc.; Authors: John Compton, Paris Crenshaw, Mike Myler, Tork Shaw, and Larry Wilhelm.