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Precentor

Creature 16 (uncommon) — fiend, unholy, velstrac

Pre-Remaster content. May include legacy alignment.

WeaverAnvilLANDAERIALfiendcold

Velstracs are horrific, shadow-dwelling fiends who seek ultimate sensation through self-mutilation. They transcend their stoic detachment only when inflicting pain and terror upon their victims, practicing new forms of debasement and torture before then turning their knives on themselves. Although velstracs consider themselves beyond such limitations as morality or mortal taboos, their victims know them as emotionless tormentors who inflict debased, sadistic suffering. They claim to seek perfect

Source: age-of-ashes-bestiary (Pre-Remaster)

Perception +32; darkvision, truesight 60 feet; detect magic, painsight
Languages common, diabolic, shadowtongue
Skills acrobatics +27, athletics +28, deception +32, diplomacy +34, intimidation +32, performance +34, religion +30, stealth +29, Torture Lore +26
Str
+6
Dex
+7
Con
+3
Int
+6
Wis
+6
Cha
+8
AC 39 Fort +25 Ref +29 Will +30 +1 status to all saves vs. magic
HP 295 (regeneration 25 (deactivated by holy or silver))
Immunities cold
Weaknesses holy 20, silver 20
Speed 30 feet, fly 30 feet

Offense

Melee Claw (agile, finesse, reach-10, unarmed, unholy) +31, Damage 4d10+6 slashing plus 1d6 bleed

Abilities

Painsight (divine) — A precentor 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 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.
Unnerving Gaze (aura, divine, mental, visual) — 30 feet. When a creature ends its turn in the aura, it must succeed at a DC 38 Will save or become Doomed 1.
Assemble Choir — The precentor adds a creature that is affected by its Tormenting Touch and is within 100 feet to its choir of screams. A precentor can have any number of creatures in its choir, although a creature no longer affected by Tormenting Touch leaves the choir immediately. Creatures in a precentor's choir of screams are Fascinated by each other and the precentor, and they can't use hostile actions toward each other or the precentor. When the precentor casts an innate divine spell, it can cause the effect to originate from any member of its choir instead of itself, using the precentor's saving throw DC and attack bonus.
Focus Gaze (concentrate, divine, mental, visual) — The precentor stares at a creature it can see within 30 feet. The target must immediately attempt a DC 38 Will save against the precentor's unnerving gaze.

In addition, if the creature was already Doomed, on a failed save, it sees the skin of its own body peel back, making it Confused for as long as it remains Doomed. After attempting this save, the creature is then temporarily immune until the start of the precentor's next turn.
Tormenting Touch (divine, emotion, mental) — The precentor touches a creature within 10 feet, causing it to constantly scream in agony. The target must attempt a DC 38 Will save.

While the target is stupefied by this effect, its continual screams cause it to automatically fail Stealth checks.

Critical Success The target is unaffected.

Success The target is Stupefied 1.

Failure The target is Stupefied 3.

Critical Failure The target is Stupefied 4.

The target can attempt a new Will save at the start of each of its turns, reducing the stupefied condition by 1 on each successful save. If the target reduces its stupefied condition to 0 in this way, the target is no longer affected.
Divine Innate Spells DC 38, attack +30
9th Wail of the Banshee
8th Mind Blank (Constant)
7th Plane Shift (At Will) (Self Only) (to the Universe or Netherworld only)
6th True Seeing (Constant)
5th Synesthesia (At Will)
4th Fly (Constant)
2nd Sound Burst (At Will)
1st Harm
Cantrips (9th) Daze, Detect Magic (Constant), Sigil

WORKS WELL WITH

CrasherLAND / AERIALForces enemies into the unnerving gaze aura while benefiting from doomed and stupefied penalties on targets, splitting positioning from saving-throw pressure.
FlankerLAND / AERIALExploits doomed and stupefied debuffed targets for precision strikes while the weaver sustains aerial aura coverage.
SnareLAND / AERIALTraps enemies inside the gaze aura so they cannot end turns outside its range, forcing repeated Will saves and accelerating doomed stacks.

PUNISHES

✖ low Will✖ standing still✖ clumping
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 #147: Tomorrow Must Burn.

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