Eremite
Creature 20 — fiend, unholy, velstrac
SnareCrasherLANDAERIALfiendunholyvelstrac
Source: pathfinder-monster-core-2
Perception +34; greater-darkvision, truesight 5 feet; painsight
Languages common, diabolic, shadowtongue; Telepathy 100 feet
Skills athletics +33, deception +38, diplomacy +36, intimidation +40, medicine +36, religion +34, stealth +36, Torture Lore +36
Str
+9
Dex
+6
Con
+7
Int
+6
Wis
+6
Cha
+10
AC 45
Fort +37
Ref +32
Will +34
+1 status to all saves vs. magic
HP 375
Immunities cold, fear-effects, nonlethal-attacks
Weaknesses holy 20, silver 20
Speed 30 feet, fly 50 feet
Offense
Melee Jaws (magical, unholy) +39, Damage 2d6 bleed plus 4d8+19 piercing plus Exquisite Pain
Melee Claw (agile, magical, unholy) +39, Damage 3d6+19 slashing plus 2d6 bleed plus Exquisite Pain, Improved Grab
Abilities
Telepathy 100 feet (aura, magical, mental) — A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.
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) — 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.
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 —
Divine Innate Spells DC 42, attack +34
9th Seize Soul
7th Interplanar Teleport (to the Netherworld or the Universe only), Planar Seal, Warp Mind
6th Blessed Boundary, Truesight (Constant)
5th Shadow Blast, Shadow Blast
4th Translocate (At Will)
1st Harm (×2), Heal (×2)
Cantrips (9th) Stabilize
WORKS WELL WITH
AnvilLAND / AERIALA durable frontline body holds space so Paralyzed targets inside the aura cannot be pulled to safety easily.
SniperLAND / AERIALA ranged attacker finishes off targets already Stunned or Paralyzed before they can act again.
WeaverLAND / AERIALA caster adding Frightened or similar effects compounds the Will save pressure from the paralysis aura.
PUNISHES
✖ low Will saves✖ clumping✖ standing near the aura✖ melee reliance
Avoid stacking with another Snare-type controller; overlapping save-based paralysis effects make individual saves feel redundant rather than compounding threat.
Works well with · Punishes · Pairing advice
Unlock with Tactics
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