Interlocutor
Creature 12 — fiend, unholy, velstrac
AnvilSnareLANDfiendunholyvelstrac
Interlocutors are the most talented surgeon-sculptors of the velstracs, carving away flesh and replacing it with new body parts of muscle, sinew, and metal. Each interlocutor structures their individual appearance carefully, but all are towering, multi-limbed amalgamations of the strongest limbs, densest bones, and sharpest metals they can find. They continually search for new material to graft to their forms, and their slain foes are rarely found intact, as little is more valuable to interlocut
Source: pathfinder-monster-core-2
Perception +24; greater-darkvision; painsight
Languages common, diabolic, shadowtongue
Skills athletics +25, crafting +22 (+24 sculpting flesh), intimidation +25, medicine +26, religion +22, stealth +19, Torture Lore +20
Str
+7
Dex
+3
Con
+5
Int
+2
Wis
+6
Cha
+5
AC 33
Fort +23
Ref +21
Will +26
+1 status to all saves vs. magic
HP 215
Immunities cold
Weaknesses holy 15, silver 15
Speed 40 feet
Offense
Melee Claw (deadly-2d10, magical, reach-10, unholy) +25, Damage 3d10+13 bludgeoning plus 2d6 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 20 (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.
Glimpse of Stolen Flesh (aura, divine, fear, mental, visual) — 30 feet. When a creature ends its turn in the aura, it sees pieces of its own body amid the interlocutor's form. The creature must succeed at a DC 29 Will save or become Stunned 1.
Reactive Strike —
Shadow Siphon (divine, shadow) —
Focus Gaze (concentrate, divine, fear, mental, visual) — The interlocutor stares at a creature they can see within 30 feet. The creature must immediately attempt a Will save against glimpse of stolen flesh. In addition, if the creature was already stunned, on a failed save, it feels its internal organs twist and writhe, and is Clumsy 2 for 1 minute. After attempting this save, the creature is then temporarily immune to Focus Gaze until the start of the interlocutor's next turn.
Surgical Rend — This functions as the Rend ability, dealing claw Strike damage. In addition, if the target is a living creature with organs and muscle, the interlocutor opens a precise wound. Until the creature is restored to its maximum Hit Points, thus closing the wound, Strikes against the creature deal an additional 1d6 precision damage.
Divine Innate Spells DC 33, attack +25
7th Interplanar Teleport (self only, to the Netherworld or the Universe only)
5th Breath of Life
2nd Sound Body (×2)
1st Heal (×2)
Cantrips (7th) Stabilize
WORKS WELL WITH
CrasherLANDA heavy striker adds raw damage the regenerating fiend cannot easily shrug off if the party lacks the right damage type.
WeaverLANDWill-based spells reinforce the stun already threatened by the fiend's aura.
PUNISHES
✖ standing still✖ low Will✖ non-holy damage reliance
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Interlocutor in the encounter builder — free, no install.
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