The Price of Prophecy (Production)
Pathfinder Second Edition

Snapshot · Sep 8, 2026, 12:54 AM

  • The Price of Prophecy (Production)
    • narrativeCampaign Primer
    • narrativeThe Lore of Druma
    • pageThe Price of Prophecy - PC Guide
    • handoutTrouble Up Profit's Flow
    • handoutDruma - Profit and Prophecy
    • handoutBlood Price Economy
    • handoutThe Palakar Forest & The Town of Macridi (2)
    • pageGM Primer • Hidden Conspiracy
    • mapMacridi
    • mapMacridi-Additional
    • mapNew Macridi
    • articleMacridi
    • articleMacridi Blades
    • articleCourt of Endless Revelry
    • articleReiver's Right
    • articlePulgari Estate
    • articleCedar Court
    • articleCourt of Seasons
    • articleDesolation Blade Mounts
    • mapMacridi Area
    • pageCampaign Arc (FULL Spoilers)
    • pageCampaign Arc (FULL Spoilers) (new CSS)
    • mapDruma WikiPath
    • mapDruma Detailed
    • handoutNew Macridi
    • monster blockMacridi Blade Warrior
    • monster blockSpeaker of the Pale
    • monster blockBarrow Clay Sentinel
    • monster blockAnimated Log Servant
    • monster blockWood Wraith
    • articleMammon: The Argent Prince
    • handoutThe Blight of Reaver's Right
    • pdfDruma_and_Northern_Shining_Kingdoms_Player_Reference
    • pagePlayer Primer • Pulgari Estate<
    • pageGM Primer • Pulgari Endgame
    • monster blockInfernal Brightling
    • monster blockInfernal Blight Stalker
    • monster blockBrimorak Demon
    • monster blockInfernal Blight Reveler
    • monster blockOrt (Drudge Devil)
    • Acts
      • actAct Test
        • monster blockZebub
      • actAct 1 — Investigating Reiver's Right
        • narrativeOverview
        • sceneS1 - Briefing at Karland's Sawmill
          • narrativeMain
          • encounterMeeting Danum Karland
            • narrativeMain
          • handoutInvestigate Reiver's Right
        • sceneS2 - Around Town Macridi
          • narrativeMain
          • mapOld Macridi
          • encounterOld Macridi E.1
            • narrativeMain
            • handoutKarland's Sawmill
          • encounterOld Macridi E.2
            • narrativeMain
            • handoutFanciful Inquiries
          • encounterOld Macridi E.3
            • narrativeMain
            • handoutThe Gilded Ledger Tavern
          • encounterOld Macridi E.4
            • narrativeMain
            • handoutThe Salty Bark Tannery
          • encounterOld Macridi E.5
            • narrativeMain
            • handoutSanctitude Saunas
          • encounterOld Macridi E.6
            • narrativeMain
            • handoutThe Iron Root Apothecary
          • encounterOld Macridi E.7
            • narrativeMain
            • handoutAssembly Institute
          • encounterOld Macridi E.8
            • narrativeMain
            • handoutThe Veridical Scriptorium
          • encounterOld Macridi E.9
            • narrativeMain
            • handoutThe Watchmaker’s Loft
          • encounterOld Macridi E.10
            • narrativeMain
            • handoutBest Fit Furnishings
        • sceneS3 - The Darkwood at Mudjaw Reach
          • narrativeMain
          • encounterGetting the Darkwood
            • narrativeMain
        • sceneS7 - The Blighted Reiver's Right
          • narrativeMain
          • encounterThe Wood Wraith
            • narrativeMain
      • actAct 2 — The Gilded Cage
        • narrativeStub Overview
      • actAct 3 — The Court of Seasons
        • narrativeStub Overview
      • actAct 4 — The Fate of Profit
        • narrativeStub Overview
    • Bucket
      • handoutThe Palakar Forest & The Town of Macridi
      • handoutTest Handout
      • handoutGuild Contract
    • Reference
      • pageThe Macridi Sandbox – How It All Ties Together
      • imageShining Lands 1
      • imageShining Lands 2
      • imageKellid
      • imageDruma
      • imagemacridi-2
      • imagemacridi-1
      • articleArchtype - Prophet of Kalistrade
      • articleArchtype - BlackJack
      • imageDruma, Profit and Prophecy
      • imageBlighted Fey - 1
      • imageBlighted Fey - 2
      • imageForest Blight
      • imageBlight
    • Shelf
      • encounterThe Forced Auction
        • narrativeMain
      • encounterThe Blood Price Debt Collector
        • narrativeMain
      • encounterThe Lost Feyspawn
        • narrativeMain
      • encounterThe Merchant's Secret
        • narrativeMain
      • encounterThe Whispering Naiad
        • narrativeMain
    • NPCs
      • npcGuildmaster Venna
        • narrativeDescription
        • pageMain
      • npcAmbithas the Archon
        • narrativeDescription
        • pageMain

Zebub

ZEBUB CREATURE 3

[SMALL] [DEVIL] [FIEND] [UNHOLY]

Zebubs, sometimes called accuser devils, serve Hell as spies, observers, and messengers. Their grotesque fly-like bodies conceal an extraordinary ability to preserve what they witness and later transfer those memories directly to another creature. They prefer secrecy, manipulation, and ambush to straightforward combat.


Recall Knowledge Religion DC 18

Perception +12; greater darkvision

Languages Diabolic, Draconic, Empyrean; telepathy 100 feet

Skills Acrobatics +10, Arcana +7, Deception +8, Religion +9, Stealth +10

Str +1, Dex +4, Con +1, Int +0, Wis +3, Cha +1


AC 18

Fort +8, Ref +10, Will +8; +1 status bonus to saves against magic

HP 45

Immunities fire

Resistances physical 5 (except silver), poison 5

Weaknesses holy 5


Speed 15 feet, fly 50 feet

Melee ◆ mandibles +12 (finesse, magical, unholy), Damage 1d10+5 piercing plus Cocytan Filth


SPECIAL ABILITIES

Sneak Attack

The zebub deals an additional 1d6 precision damage to off-guard creatures.


Cocytan Filth [disease] [virulent]

Saving Throw DC 18 Fortitude; Onset 1d4 days; Maximum Duration 3 days

Stage 1 enfeebled 1 (1 day)

Stage 2 enfeebled 2 (1 day)

Stage 3 enfeebled 3 (1 day)


Diabolic Eye ◆◆◆ [divine]

A zebub can preserve what it witnesses and later transfer those memories to another creature.

The zebub touches a willing creature and transfers approximately 10 minutes of events it personally witnessed. The recipient experiences the information almost instantaneously.

The zebub can continue transferring additional witnessed events by maintaining contact and using Diabolic Eye again.

Once the zebub transfers a particular memory, it permanently loses its own ability to recall that event.


DIVINE INNATE SPELLS

DC 17

5th translocate

4th translocate (at will)

2nd invisibility (at will; self only), summon animal (swarm creatures only)

Cantrips (2nd) message

Rituals DC 17; diabolic pact


RECALL KNOWLEDGE & INVESTIGATION

These checks are normally made by the character taking the relevant action. Don't automatically have the entire party roll. Other characters can Aid or investigate a different question.

Identify the Devil — Religion DC 18

Success The character identifies the creature as a zebub, or accuser devil, used primarily as an infernal spy and messenger. Reveal one useful fact, such as its fire immunity, silver vulnerability, disease-bearing bite, invisibility, or ability to transmit witnessed memories.

Critical Success Reveal two useful facts. The character also understands that zebubs are far more valuable as observers than as front-line combatants.

Failure The character recalls no reliable information.

Critical Failure The character misidentifies the zebub or misunderstands its role, perhaps assuming it is primarily an assassin or combat devil.


Recognize Its Purpose — Religion or Society DC 18

Success reveals that zebubs commonly operate as couriers, scouts, and witnesses for more powerful infernal interests.

On a critical success, the character realizes that killing the zebub may be less important than determining what it has been watching and who expects its report.


Find a Zebub's Observation Post — Perception or Survival DC 17

Characters searching an area where a zebub has been spying might notice tiny claw marks on rafters, stains where the creature perched, displaced debris at high vantage points, or traces around concealed escape routes.

On a critical success, the character can identify the location from which the zebub watched a specific room, excavation, or meeting.


Examine Infernal Correspondence — Arcana or Religion DC 18

A zebub working with the Golden Hand may carry a tiny seal, coded instruction, infernal contract fragment, or other token identifying its assigned superior.

On a critical success, the character recognizes that the zebub is part of an organized reporting network rather than a fiend that crossed into the Palakar accidentally.


TACTICS

A zebub avoids prolonged melee whenever possible. It normally observes from an elevated or concealed position while invisible, waiting until enemies are distracted before striking an off-guard target with its mandibles.

It uses its high fly Speed and translocate to escape unfavorable fights. Its primary goal is usually to see what happens and survive long enough to report it.

If serving alongside orts or Golden Hand agents, the zebub may remain hidden while allies engage the party, collecting information about spells, tactics, identities, and discoveries.


GM NOTES: PULGARI

Role: Scout / spy / mobile skirmisher.

Creature Level: 3.

Adventure Use: Zebubs are ideal surveillance agents for the Golden Hand. A zebub encountered around Reiver's Right or the Pulgari excavation should imply that someone in Hell is receiving direct intelligence about the party's progress.

Diabolic Eye Story Use: This ability creates an excellent investigative complication. The party might capture a zebub shortly after it has transferred its memories and discover that it literally cannot remember who received them, or interrupt one while it is passing information to a Golden Hand handler.

Story Clue: A zebub's hiding place might contain maps with observation marks, descriptions of individual PCs, lists of fey movements, or instructions identifying which discoveries must immediately be reported deeper into the Pulgari complex.

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