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Ephialtes

Creature 16 (uncommon) — fiend, unholy, velstrac

Pre-Remaster content. May include legacy alignment.

CrasherAnvilLANDAERIALfiend

Ephialtes velstracs are consummate and fearless hunters of the doomed and the damned. Ephialtes Prey When they catch enough quarry, an ephialtes velstrac returns to the Shadow Plane, bringing victims for other velstracs to use for training or raw material. Velstracs respect ephialtes for their "generosity" in guiding and providing for others of their kind, yet are always wary about making assumptions about the limits of this generosity.

Source: stolen-fate-bestiary (Pre-Remaster)

Perception +30; greater-darkvision, truesight 60 feet; painsight
Languages common, diabolic, shadowtongue
Skills athletics +31, deception +30, intimidation +32, medicine +30, religion +30, survival +28, Torture Lore +29
Str
+9
Dex
+5
Con
+6
Int
+5
Wis
+6
Cha
+6
AC 39 Fort +30 Ref +25 Will +28 +1 status to all saves vs. magic
HP 299
Immunities cold, fear-effects
Weaknesses holy 15, silver 15
Speed 25 feet, fly 25 feet

Offense

Melee Jaws (magical, reach-15, unarmed, unholy) +33, Damage 3d6+13 piercing plus 2d6 bleed
Melee Chain (disarm, evil, magical, reach-15, unholy) +33, Damage 2d6 bleed plus 3d6+13 piercing plus Grab

Abilities

Greater Darkvision — A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness.
Painsight (divine) — A velstrac automatically knows whether a creature it sees has any of the Doomed, Dying, and Wounded conditions, as well as the value of those conditions.
Constant Spells — A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.
+1 Status to All Saves vs. Magic
Regeneration 20 (Deactivated By Good or Silver) — This monster regains the listed number of Hit Points each round at the beginning of its turn. Its Dying condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4.
Nowhere to Run (aura, divine, fear, mental, visual) — 30 feet. When a creature ends its turn in the aura, it feels a powerful sensation of hopelessness. The creature must succeed at a DC 34 Will save or become Slowed 1 (Slowed 2 on a critical failure) for 1 round.
Constrict — 2d4+13 slashing, DC 37 Fortitude

The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.
Exhale Chains (divine) — The ephialtes exhales a tangle of barbed chains. All creatures in a 50-foot cone must attempt a DC 37 Reflex save. The ephialtes can't Exhale Chains for 1d4 rounds.

Critical Success The creature is unaffected.

Success It takes 8d6 piercing damage.

Failure It takes 15d6 piercing plus 2d6 bleed{15d6 piercing damage, 2d6 persistent bleed damage}, and is Off-Guard for 1 round.

Critical Failure As failure, but 30d6 piercing plus 2d6 bleed{30d6 piercing damage, 2d6 persistent bleed damage}, and is Restrained until they Escape (Escape).
Focus Gaze (concentrate, divine, fear, mental, visual) — The ephialtes stares at a creature they can see within 30 feet. The creature must attempt a Will save against the nowhere to run aura. If it was already slowed, on a failed save its speed is reduced by 10 feet until the end of its next turn. After attempting this save, the targeted creature is then temporarily immune to Focus Gaze until the start of the ephialtes's next turn.
Grab
Divine Innate Spells DC 37, attack +29
8th Discern Location
7th Plane Shift (Self Only)
6th True Seeing (Constant)
5th Shadow Walk
4th Dimensional Anchor (At Will)
3rd Chilling Darkness
2nd Blur, Darkness, Silence (×3)

WORKS WELL WITH

SniperLANDCrasher's disruption and area denial force enemies into predictable positions the Sniper can exploit from safety.
ShadeLANDShade flanks and harries enemies already reeling from the Crasher's AOE assaults and slow aura.
WeaverLANDWeaver's repositioning tools complement the Crasher's fly-by attacks and keep enemies inside its denial aura.

PUNISHES

✖ clumping✖ kiting✖ illusion reliance
same-role stacking risks splitting focus between two disruptors
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder #191: The Destiny War.

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