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Chief Memphis - AI-generated fantasy Monster

Chief Memphis

Chief Memphis has served as the seer of Tree City for more than six decades. He foresaw the founding of Havenya, the rise of its royal line, and the day his children would carry the kingdom's hopes beyond the jungle. His prophecies are rarely simple predictions. Instead, he sees branching possibilities and speaks in riddles designed to preserve the freedom of those involved. Memphis is the father of Princess Warrior and Ambassador Ramsey, and his greatest fear is not their death, but a future in which their virtues are turned against one another.

MediumHumanoid(Vanara)CR CR 11Neutral good

Chief Memphis

Unique NPCVanaraSeerOracleRoyal adviserJungle guardianSupport controllerHavenyaTree City
HP126AC+8SPD30 feet, Climb 30 feet, Memphis does not lose his Dexterity bonus to AC while climbing, Can move through dense foliage without penaltyCR11ClimbDiplomacyKnowledge (history)Knowledge (nature)Knowledge (religion)PerceptionSense MotiveSpellcraftStealth
STR
12
DEX
16
CON
14
INT
15
WIS
22
CHA
19
Vanara Climber. Chief Memphis has a climb speed of 30 feet and gains a +8 racial bonus on Climb checks. He can always take 10 on Climb checks, even when distracted or threatened.
Jungle Nimbleness. Memphis receives a +2 racial bonus on Acrobatics and Stealth checks. In forests and jungles, this bonus increases to +4.
Heavens Mystery. Memphis adds his Wisdom modifier instead of his Charisma modifier when calculating the save DC of his prophecy-themed revelations. He can use prophetic roots and glimpse of the doomed path a combined total of 7 times per day.
Prophetic Foresight. Memphis receives a +4 insight bonus on initiative checks and cannot be surprised while conscious. Once per day as an immediate action, he may treat a d20 roll made by himself or an ally within 60 feet as a natural 20 before the result is revealed.
Many Futures. Memphis has a 20 percent chance to ignore the effects of any attack or spell that would render him confused, fascinated, frightened, panicked, or stunned. This is a mind-affecting defense representing his awareness of possible futures.
Voice of the Living Canopy. Memphis can speak with ordinary animals, apes, and plants as though using speak with animals and speak with plants. He gains a +4 circumstance bonus on Diplomacy checks against creatures native to forests or jungles.
Channel Positive Energy. Memphis can channel positive energy as an 11th-level cleric three times per day, healing points of damage to living creatures in a 30-foot burst. Undead creatures can attempt a Will save to halve the damage.
Tongues of Tomorrow. Memphis's oracle curse causes him to speak in prophetic fragments. He gains a bonus on saving throws against divination and mind-affecting effects, but suffers a -2 penalty on Bluff checks made to conceal his true intentions.
Multiattack. Chief Memphis makes two attacks with his ancestral staff or one staff attack and one grasping vine attack.
Staff and Bite. Melee +1 defending quarterstaff +17/+12 (, bludgeoning) or +1 defending quarterstaff +15/+10 (, bludgeoning) and bite +10 (). Memphis may use his Power Attack feat with these attacks.
Prophetic Roots. Melee touch +11 (entangle); Range 60 feet; Target one creature. The target must succeed at a Reflex save or become entangled for rounds as spectral roots coil around its limbs. A creature that succeeds is slowed by 10 feet for 1 round. This is a curse and plant effect.
Warning From Tomorrow. Chief Memphis speaks a single word of warning. One ally within 60 feet may immediately move up to half its speed without provoking attacks of opportunity, or gain a +4 insight bonus on its next attack roll, saving throw, or skill check before the end of its next turn. Memphis can use this ability three times per day.
Glimpse of the Doomed Path. Memphis fixes his gaze upon one creature within 60 feet. The target must succeed at a Will save or be confused for 1 round. On a successful save, the target is shaken for 1 round. This is a mind-affecting divination effect.
Orangutan War Cry. Memphis releases a thunderous ancestral cry in a 30-foot cone. Creatures in the area take points of sonic damage and are deafened for 1 round. A successful Reflex save halves the damage and negates the deafness. Creatures that fail the save are also pushed 10 feet away from Memphis.
Voice of the Canopy. Memphis calls upon the spirits of Tree City. Allies within 30 feet gain a +2 morale bonus on attack rolls, weapon damage rolls, saving throws against fear, and concentration checks for 11 rounds. Enemies in the area take a -2 penalty on saving throws against divination, enchantment, and illusion effects. Memphis can use this ability once per day.
I Have Seen This Blow. When an ally within 30 feet is hit by an attack, Memphis grants that ally a +4 insight bonus to AC against the triggering attack, potentially causing it to miss. Memphis can use this reaction three times per day.
Cantrips
Orisons: detect magic, guidance, light, mending, stabilize, virtueVarious Memphis can cast these spells as an 11th-level oracle. Save DCs are 10 + spell level + 7, or 10 + spell level + 8 for enchantment spells.
1st level
Shield of FaithAbjuration Creates a protective ward that grants a +2 deflection bonus to AC and a +2 resistance bonus on saving throws.
Detect PoisonDivination Reveals whether a creature or object is poisonous, diseased, cursed, or otherwise dangerous.
2nd level
AidAbjuration Grants one creature a +2 morale bonus on attack rolls, saves against fear, and damage rolls, plus temporary hit points.
Obscuring MistConjuration Fills a 40-foot-radius area with concealing mist.
3rd level
Clairaudience or ClairvoyanceDivination Creates a magical sensor that allows Memphis to observe a distant location.
Remove FearAbjuration A touched creature gains immunity to fear and a +4 morale bonus on saving throws against fear.
4th level
DivinationDivination Reveals useful information about a person, place, or object.
Divine PowerEvocation An ally gains a +4 enhancement bonus to Strength, a +4 natural armor bonus, and other combat benefits.
Freedom of MovementAbjuration A touched creature gains freedom of movement and cannot be paralyzed or restrained by mundane or magical means.
SendingEvocation Sends a message of up to 25 words to a creature anywhere on the same plane and may compel a reply.
5th level
Wall of ThornsConjuration Creates a barrier of writhing vegetation that damages and impedes creatures attempting to pass through it.
Flame StrikeEvocation Calls down divine fire in a cylinder, dealing 11d6 fire damage to enemies and half damage on a successful Reflex save.
6th level
MisleadIllusion Creates a magical barrier that blocks divination and mental observation.
CommuneDivination Allows Memphis to ask a powerful extraplanar entity seven questions.
Legend LoreDivination Reveals the history and significance of a person, place, or object.
7th level
ForesightDivination Grants Memphis a +2 insight bonus on attack rolls, AC, Reflex saves, and initiative, and prevents him from being surprised or flat-footed.
8th level
Control WeatherTransmutation Creates a supernatural storm that obscures vision and hampers ranged attacks.
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