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Eremite

Creature 20 — fiend, unholy, velstrac

Source: pathfinder-monster-core-2

Perception +34
Skills athletics +33, deception +38, diplomacy +36, intimidation +40, medicine +36, religion +34, stealth +36
Str
+9
Dex
+6
Con
+7
Int
+6
Wis
+6
Cha
+10
AC 45 Fort +37 Ref +32 Will +34
HP 375
Immunities cold, fear-effects, nonlethal-attacks
Weaknesses holy 20, silver 20
Speed 30 feet, fly 50 feet

Offense

Melee Jaws +39, Damage 2d6 bleed plus 4d8+19 piercing
Melee Claw +39, Damage 3d6+19 slashing plus 2d6 bleed

Abilities

Telepathy 100 feet (aura, magical, mental) — Telepathy
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.
Regeneration 25 (Deactivated by Holy or Silver) — Regeneration
Ignore Pain — An eremite's actions can't be disrupted due to damage or Strikes (such as Reactive Strike).
Paralytic Perfection (aura, divine, fear, incapacitation, mental, visual) — 30 feet. When a creature ends its turn in the aura, it feels compelled to offer pieces of its own flesh to the eremite. The creature must succeed at a DC 40 Will save or become Paralyzed for 1 round.
Evisceration (attack) —
Exquisite Pain — An eremite's knowledge of pressure points and pain centers is unsurpassed. A creature hit by an eremite's melee Strikes must succeed at a DC 40 Fortitude save or be Stunned 2 (Stunned 4 on a critical failure). A creature that critically succeeds is temporarily immune for 24 hours.
Focus Gaze (concentrate, divine, fear, mental, visual) — The eremite stares at a creature they can see within 30 feet. The creature must immediately attempt a Will save against paralytic perfection. In addition, if the creature was already Paralyzed, on a failed save, its unnatural longing causes it to become Doomed 1. After attempting this save, the creature is then temporarily immune to Focus Gaze until the start of the eremite's next turn.
Graft Flesh
Shadow Traveler (divine) — When an eremite uses Interplanar Teleport, they arrive at exactly their intended destination.
Improved Grab — Improved Grab

Spells

Seize Soul (rank 9)
Interplanar Teleport (to the Netherworld or the Universe only) (rank 7)
Planar Seal (rank 7)
Warp Mind (rank 7)
Blessed Boundary (rank 6)
Truesight (Constant) (rank 6)
Shadow Blast (rank 5)
Shadow Blast (rank 5)
Translocate (At Will) (rank 4)
Harm (rank 1)
Heal (rank 1)
Stabilize (rank 1)

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