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

Infernal Blight Reveler

INFERNAL BLIGHT REVELER CREATURE 4

[UNCOMMON] [MEDIUM] [FEY] [FIEND] [PLANT]

Once a capricious inhabitant of the Palakar Forest, an infernal blight reveler has been overtaken by the corruption spreading through the forest's wounded roots. Its laughter comes in broken echoes, flowers sprout from blackened flesh, and gold-veined thorns push through its skin like infernal jewelry. Unlike mindless blight growths, something of the original fey remains—and knows exactly what it has become.


Perception +12; darkvision

Languages Common, Infernal, Sylvan

Skills Acrobatics +13, Deception +12, Nature +11, Performance +12, Stealth +13 (+15 in forests)

Str +2, Dex +5, Con +3, Int +1, Wis +2, Cha +4


AC 21

Fort +11, Ref +14, Will +12

HP 62

Resistances fire 5

Weaknesses cold iron 5, vitality 5


Speed 30 feet, climb 15 feet

Melee ◆ thorn claw +14 (agile, finesse), Damage 2d6+5 slashing plus blighted thorn

Ranged ◆ ember thorn +14 (range 30 feet), Damage 2d4+5 piercing plus 1d4 fire


SPECIAL ABILITIES

Twisted Forest Step

The reveler ignores difficult terrain caused by plants, roots, undergrowth, and blighted vegetation.

In addition, it can move across narrow branches, tangled roots, and similar natural surfaces without needing to Balance unless the terrain is exceptionally unstable.


Blighted Thorn [curse] [primal]

A creature damaged by the reveler's thorn claw must attempt a DC 20 Fortitude save.

Critical Success The creature is unaffected.

Success The creature takes a –5-foot status penalty to its Speeds until the beginning of its next turn.

Failure Black thorns briefly grow beneath the creature's skin. It takes a –5-foot status penalty to its Speeds and 1 persistent bleed damage.

Critical Failure As failure, but the creature is also clumsy 1 until it recovers from the persistent bleed damage.


Corrupted Revelry ◆◆ [auditory] [emotion] [mental] [primal]

Frequency once every 1d4 rounds

The reveler releases a burst of warped fey laughter in a 20-foot emanation. Enemies that can hear it must attempt a DC 20 Will save.

Critical Success The creature is unaffected.

Success The creature is temporarily immune to Corrupted Revelry for 1 minute.

Failure The creature becomes frightened 1 and off-guard until the start of its next turn.

Critical Failure The creature becomes frightened 2 and off-guard until the end of its next turn.


Step Through the Briars ◆ [primal] [teleportation]

Frequency once per round

Requirements The reveler is adjacent to a tree, large root, substantial plant, or patch of blighted vegetation.

Effect The reveler vanishes into twisting vegetation and appears adjacent to another tree, root mass, or substantial plant within 20 feet.

Until the start of its next turn, the first creature it Strikes is off-guard to that Strike.


Hellbloom Burst ↻ [fire] [primal]

Trigger The reveler is reduced to 30 HP or fewer for the first time.

Effect Infernal blossoms rupture from the reveler's body. Creatures in a 10-foot emanation attempt a DC 20 Reflex save.

Critical Success No damage.

Success Half damage.

Failure The creature takes 2d6 fire plus 1d6 piercing damage.

Critical Failure Double damage.

The affected area becomes difficult terrain as burning thorn-vines cover the ground until the end of the reveler's next turn.


RECALL KNOWLEDGE & INVESTIGATION

Checks are normally made by the character investigating the relevant question. Do not automatically have the entire party roll. Other characters can Aid or pursue separate lines of investigation.

Recall Knowledge — Nature DC 20 or Religion DC 21

Success The character recognizes that this is not a naturally occurring fey species. It is a Palakar fey physically transformed by the same blight corrupting the forest. Reveal one useful fact: its cold iron weakness, vitality weakness, teleportation through vegetation, or emotional attack.

Critical Success Reveal two useful facts. The character also determines that the infernal traits were imposed after the creature became infected—the fey was not originally fiendish.

Failure The character recalls no reliable information.

Critical Failure The character mistakes it for a naturally malicious fey or believes the creature willingly transformed itself.


Recognize the Original Fey — Fey Lore or Society DC 18

Success identifies remnants of regional dress, ornamentation, speech, or behavior associated with the Palakar's fey population.

On a critical success, the character may identify which of the local courts the creature once associated with, assuming the GM has established that information.

This discovery can be important diplomatically: the Golden Hand's blight is transforming the fey rather than merely killing them.


Study the Gold-Veined Thorns — Nature or Crafting DC 19

Success confirms that the metallic growth is not natural mineral accumulation.

On a critical success, the character identifies the same crystalline material present in infernalized blights and near Golden Hand excavation sites.


Recognize Mammonite Corruption — Religion DC 21

Success associates the gold veining and themes of possession and ownership with infernal corruption.

On a critical success, the character identifies the pattern as consistent with Mammonite influence and understands that the corruption appears deliberately cultivated rather than incidental.


Assess Whether the Fey Can Be Saved — Medicine or Nature DC 20

Success reveals that the transformation has penetrated the creature's organs, nervous system, and supernatural essence. Ordinary healing will not reverse it.

On a critical success, the character realizes that destroying the nearby blight source node might prevent newly infected fey from reaching this terminal stage, even if this individual can no longer be restored.


TACTICS

An infernal blight reveler fights like a corrupted fey rather than a brute. It uses Step Through the Briars to appear on flanks or behind vulnerable characters, makes quick thorn claw attacks, then disappears into nearby vegetation.

Against clustered enemies, it uses Corrupted Revelry before attacking frightened or off-guard targets.

Once badly injured, Hellbloom Burst transforms the nearby terrain and gives the creature an opportunity to reposition.

The reveler shows particular aggression toward uncorrupted fey. This behavior is not entirely voluntary—the blight seems to compel infected creatures to attack those still connected to the healthy Palakar.


GM NOTES

Role: Mobile skirmisher / debuffer.

Creature Level: 4.

Adventure Use: This creature bridges the forest-blight plot and the fey-court plot. It provides undeniable evidence that the corruption is now transforming actual Palakar fey rather than simply poisoning trees and animals.

Emotional Weight: Consider making at least one reveler someone the party has heard about previously—a missing courier, scout, court attendant, or habitual prankster. Recognition should come from clues or Recall Knowledge, not automatically unless the PCs personally knew the individual.

Story Clue: When slain, the creature's infernal flowers collapse into ordinary forest blossoms within minutes, but thin gold veins remain embedded in the blackened roots. A successful investigation can point the party toward the nearest active blight source node.

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Read-only syndicated snapshot · Syndicated Sep 8, 2026, 12:54 AM. Content updates when the author syndicates again in Adventure Maker.

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