Evangelist
Creature 6 — fiend, unholy, velstrac
Evangelists, the velstracs' unofficial ambassadors, roam the farthest reaches of the planes to spread the word of their kind's abhorrent belief in perfection through pain. They're therefore the most frequently encountered velstracs in the Universe, leading covens of hedonistic mortal flesh-sculptors or serving as wardens of horrific dungeons. In regions ruled by infernal powers, evangelists might serve as lieutenants or advisors, whispering secret paths to power in exchange for mortals' souls or
Source: pathfinder-monster-core-2
Perception +13
Skills acrobatics +13, athletics +15, crafting +10, intimidation +15, religion +11
Str
+4
Dex
+3
Con
+2
Int
+0
Wis
+1
Cha
+1
AC 24
Fort +15
Ref +14
Will +11
HP 90
Immunities cold
Weaknesses holy 5, silver 5
Speed 25 feet
Offense
Melee Morningstar +17, Damage 2d6+7 bludgeoning plus 1d6 bleed
Abilities
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.
+1 Status to All Saves vs. Magic —
Regeneration 10 (Deactivated by Holy or Silver) — Regeneration
Reactive Strike — Reactive Strike
Unnerving Gaze (aura, divine, fear, mental, visual) — 30 feet. When a creature ends its turn in the aura, it sees the face of a departed loved one in place of the evangelist's face. The creature must succeed at a DC 21 Will save or become Frightened 2 (Frightened 3 on a critical failure).
Focus Gaze (concentrate, divine, fear, visual) — The evangelist stares at a creature they can see within 30 feet. The target must immediately attempt a DC 21 Will save against unnerving gaze. In addition, if the creature was already Frightened, on a failed save, the evangelist is Concealed from the creature for as long as the creature remains frightened. After attempting this save, the creature is then temporarily immune to Focus Gaze until the start of the evangelist's next turn.
Grievous Wound — When the evangelist critically hits with a morningstar Strike, the target's wound is particularly gruesome and disorienting. The creature becomes Clumsy 1, and the DC to recover from its persistent bleed damage is 17 (DC 12 when receiving especially appropriate assistance). The clumsy condition doesn't end until the creature recovers from its persistent bleed.
Unleash Weapon — The evangelist releases their morningstar and commands the augur trapped within to attack. The weapon flies off and the evangelist makes up to two morningstar Strikes, each against a different target within 20 feet. These attacks count against the evangelist's multiple attack penalty, but the multiple attack penalty doesn't increase until after all the attacks. The morningstar then returns to the evangelist's hand.
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