The Price of Prophecy (Production)
Pathfinder Second Edition

Snapshot · Sep 14, 2026, 12:46 AM

  • The Price of Prophecy (Production)
    • narrativeCampaign Primer
    • narrativeThe Lore of Druma
    • Module artifacts
      • handoutThe Palakar Forest & The Town of Macridi
      • imageGolden Hand Seal
      • mapDruma WikiPath
      • pageThe Price of Prophecy - PC Guide
      • monster blockMacridi Blade Warrior
      • articleCedar Court
      • pdfDruma_and_Northern_Shining_Kingdoms_Player_Reference
      • handoutTar Taargadth
      • mapMacridi-Additional
      • pageCampaign Arc (FULL Spoilers)
      • monster blockWood Wraith
      • articleCourt of Seasons
      • handoutOath of Everlasting Friendship
      • mapMacridi Area
      • pageCampaign Arc (FULL Spoilers) (new CSS)
      • monster blockSpeaker of the Pale
      • articleDesolation Blade Mounts
      • handoutBlood Price Economy
      • mapDruma Detailed
      • pagePlayer Primer • Pulgari Estate<
      • monster blockAnimated Log Servant
      • articlePulgari Estate
      • handoutDruma - Profit and Prophecy
      • pageGM Primer • Pulgari Endgame
      • monster blockBarrow Clay Sentinel
      • articleReiver's Right
      • handoutNew Macridi
      • monster blockInfernal Brightling
      • articleMacridi
      • handoutThe Blight of Reaver's Right
      • monster blockInfernal Blight Stalker
      • articleMacridi Blades
      • monster blockInfernal Blight Reveler
      • articleCourt of Endless Revelry
      • monster blockBrimorak Demon
      • articleMammon: The Argent Prince
      • monster blockOrt (Drudge Devil)
      • monster blockGOLDEN HAND MERCENARY
      • monster blockGOLDEN HAND ARCHER
    • Acts
      • actA1Investigating Reiver's Right
        • narrativeOverview
        • sceneS1Briefing at Karland's Sawmill
          • narrativeMain
          • handoutInvestigate Reiver's Right
          • encounterE1Meeting Danum Karland
            • narrativeMain
            • challengeMeeting Danum Karland Challenges
            • imageBlighted Log
            • handoutTakeaways from Karland's Sawmill
        • sceneS2Around Town Macridi
          • narrativeMain
          • mapOld Macridi (Unmarked)
          • mapOld Macridi
          • encounterE1Karland's Sawmill
            • narrativeMain
          • encounterE2Fanciful Inquiries
            • narrativeMain
            • sidebarBuying Maps
          • encounterE3The Gilded Ledger Tavern
            • narrativeMain
            • challengeE3 — The Gilded Ledger Tavern Challenges
          • encounterE4The Salty Bark Tannery
            • narrativeMain
          • encounterE5Sanctitude Saunas
            • narrativeMain
          • encounterE6The Iron-Root Apothecary
            • narrativeMain
            • challengeAlchemist Rub
            • articleAlchemical Reagent Bundle
          • encounterE7Assembly Institute
            • narrativeMain
          • encounterE8The Veridical Scriptorium
            • narrativeMain
            • pageGM Primer • Hidden Conspiracy
            • handoutTakeaways from Veridical Scriptorium
          • encounterE9The Watchmaker's Loft
            • narrativeMain
          • encounterE10Best Fit Furnishings
            • narrativeMain
        • sceneS3The Darkwood at Mudjaw Reach
          • narrativeMain
          • encounterE1Getting the Darkwood
            • narrativeMain
            • mapMudjaw Beach
            • monster blockBalanced — 2× Reefclaw
            • monster blockBlue-Ringed Octopus
            • monster block2× Grindylow
            • sidebarMovement in the Shallow
            • handoutTactics
            • monster blockMudjaw Lurebloom
        • sceneS4The North Road
          • encounterE1e1
            • monster block8x Thralls
          • mapNorth Road - Sketch
          • mapNorth Road - Detail
        • sceneS5Pulgari Estate Crossroads
          • encounterE1Golden Hand
            • monster block2x Golden Hand Mercenary
            • monster blockGolden Hand Archer
            • pageXP
            • pageRecall Knowledge
            • imageGolden Hand Crossing
        • sceneS6Reiver's Right
          • mapReiver's Right Sketch
          • mapReiver's Right Sketch (Unmarked)
          • mapReivers's Right Battlemap
          • encounterE1South Gate (North Road)
            • narrativeMain
          • encounterE2Gatehouse
            • narrativeMain
          • encounterE3Central Yard
            • narrativeMain
          • encounterE4Foreman's Hall / Camp Hall
            • narrativeMain
          • encounterE5Cookhouse & Mess
            • narrativeMain
          • encounterE6Bunkhouses / Workers' Cabins
            • narrativeMain
          • encounterE7Storehouse
            • narrativeMain
          • encounterE8Smithy
            • narrativeMain
          • encounterE9Stables
            • narrativeMain
          • encounterE10Sawpit / Sawyard
            • narrativeMain
          • encounterE11Carpentry Shed
            • narrativeMain
          • encounterE12Log Stacks
            • narrativeMain
          • encounterE13Log Chute & Hoist
            • narrativeMain
          • encounterE14Lower Landing / Dock
            • narrativeMain
          • encounterE15Watchtower
            • narrativeMain
          • encounterE16Shrine of Erastil
            • narrativeMain
          • encounterE17North Track (to Ranger Road)
            • narrativeMain
      • actA2The Cedar Court
        • sceneS1Getting to the Cedar Court
          • mapCedar Court - Surrounding Area
        • sceneS2The Cedar Court
          • mapCedar Court Sketch
        • sceneS3The Cedar Blightroot
      • actA3Court of Endless Revelry
      • actA4The Court of Seasons
        • narrativeStub Overview
      • actA5The Fate of Profit
        • narrativeStub Overview
      • actA5The Gilded Cage
        • narrativeStub Overview
      • actA6Act 5B — Tar Taargadth
      • actA2The Gilded Cage
        • narrativeStub Overview
      • actA3The Court of Seasons
        • narrativeStub Overview
    • Bucket
      • handoutThe Palakar Forest & The Town of Macridi
      • handoutTest Handout
      • handoutGuild Contract
      • handoutFanciful Inquiries
      • handoutThe Iron Root Apothecary
      • monster blockYoung Reefclaw
      • handoutTrouble Up Profit's Flow
      • handoutNew Macridi
      • monster blockZebub
    • Reference
      • handoutFanciful Inquiries
      • imageShining Lands 1
      • imageShining Lands 2
      • handoutThe Iron Root Apothecary
      • 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
      • pageThe Macridi Sandbox – How It All Ties Together
      • imageMammon
      • imageMammon Watercolor
      • pageMudjaw Reach backup
      • narrativeNew Macridi 2
    • Shelf
      • encounterE1The Forced Auction
        • narrativeMain
      • encounterE2The Blood Price Debt Collector
        • narrativeMain
      • encounterE3The Lost Feyspawn
        • narrativeMain
      • encounterE4The Merchant's Secret
        • narrativeMain
      • encounterE5The Whispering Naiad
        • narrativeMain
    • Trash
      • narrativeMain
    • PCs
      • pcMilo Mireheart
        • narrativeCharacter Sheet
        • pageMain
      • pcDoku
        • narrativeCharacter Sheet
        • pageMain
      • pcGalio Sullus
        • narrativeCharacter Sheet
        • pageMain
      • pcKota
        • narrativeCharacter Sheet
        • pageMain
      • pcVarda
        • narrativeCharacter Sheet
        • pageMain
    • 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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Read-only syndicated snapshot · Syndicated Sep 14, 2026, 12:46 AM. Content updates when the author syndicates again in Adventure Maker.

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