Vetalarana Emergent
Creature 8 — undead, unholy, vampire
Pre-Remaster content. May include legacy alignment.
ShadeFlankerLANDVERTICALundeadvampireunholy
Vetalarana vampires feed on the emotions, thoughts, and memories of others. Although they are capable of feeding on animals, beings of the planes, and other intelligent undead, only the thoughts of an intelligent, living humanoid bring a vetalarana any sense of satisfaction. Slender and pale, with sunken cheeks and exceptionally long nails, vetalaranas become flushed with color and life after feeding on particularly potent emotions and thoughts, enabling some to pass as living for a short time.
Source: book-of-the-dead-bestiary (Pre-Remaster)
Perception +14; darkvision, thoughtsense 100 feet
Languages common, necril
Skills acrobatics +15, athletics +18, intimidation +16, occultism +13, stealth +17
Str
+6
Dex
+5
Con
+4
Int
+3
Wis
+4
Cha
+4
Items Crossbow
AC 26
Fort +14
Ref +17
Will +16
HP 100 (fast healing 10, mental rebirth, void healing)
Immunities death-effects, disease, paralyzed, poison, sleep
Resistances mental 10, physical (except cold-iron) 10
Speed 25 feet, climb 25 feet
Offense
Melee Claw (agile, unarmed) +20, Damage 2d8+9 slashing plus Grab
Ranged Crossbow (magical, reload-1) +20, range increment 120 feet, Damage 2d8+3 piercing
Abilities
Thoughtsense (Precise) 100 feet — Thoughtsense allows a monster to sense all non-mindless creatures at the listed range.
Fast Healing 10 — A monster with this ability regains the given number of Hit Points each round at the beginning of its turn.
Mental Rebirth (curse, incapacitation, mental, occult) — Unlike most other undead, a vetalarana isn't destroyed when they reach 0 HP. Instead, their body is destroyed, crumbling to ash, and their mind is immediately transferred into a creature they rendered comatose through Drain Thoughts. This creature must be within 1 mile; if no such creature is in range, the vetalarana is destroyed. The creature becomes controlled by the vetalarana and loses the stupefied and Unconscious conditions. If the creature controlled by a vetalarana in this way is killed, the vetalarana's mind transfers to another creature within 1 mile who they rendered comatose through Drain Thoughts.
After 1d6 days of being controlled, the controlled creature dies, and its body transforms into that of the vetalarana who rendered it comatose.
After 1d6 days of being controlled, the controlled creature dies, and its body transforms into that of the vetalarana who rendered it comatose.
Vetalarana Vulnerabilities — All vetalaranas possess the following weaknesses.
Barred Senses A vetalarana can't see or sense through force effects or cold iron, and their mind can't penetrate force effects or cold iron. Such barriers can prevent the transference of a vetalarana's mind through Mental Rebirth.
Revulsion A vetalarana delights in consuming memories and secrets, and is disgusted by those who share such sensitive tidbits openly. A vetalarana can't voluntarily come within 10 feet of a creature loudly voicing their intimate personal secrets or most cherished memories aloud. Speaking such information aloud with conviction is a single action that has the auditory, concentrate, and linguistic traits, and protects the creature until the start of its next turn. A vetalarana that involuntarily comes within 10 feet of a creature sharing such information gains the Fleeing condition until they're 10 feet or farther from the creature. After 1 round of being exposed to the secrets of a creature, a vetalarana can attempt a DC 25 Will save as a single action, which has the concentrate trait. On a success, they overcome their revulsions for 1d6 rounds (or 1 hour on a critical success).
Vulnerable to Brain Destruction A vetalarana whose brain has been destroyed, or is reduced to 0 HP while unable to take mental actions, can't use Mental Rebirth.
Barred Senses A vetalarana can't see or sense through force effects or cold iron, and their mind can't penetrate force effects or cold iron. Such barriers can prevent the transference of a vetalarana's mind through Mental Rebirth.
Revulsion A vetalarana delights in consuming memories and secrets, and is disgusted by those who share such sensitive tidbits openly. A vetalarana can't voluntarily come within 10 feet of a creature loudly voicing their intimate personal secrets or most cherished memories aloud. Speaking such information aloud with conviction is a single action that has the auditory, concentrate, and linguistic traits, and protects the creature until the start of its next turn. A vetalarana that involuntarily comes within 10 feet of a creature sharing such information gains the Fleeing condition until they're 10 feet or farther from the creature. After 1 round of being exposed to the secrets of a creature, a vetalarana can attempt a DC 25 Will save as a single action, which has the concentrate trait. On a success, they overcome their revulsions for 1d6 rounds (or 1 hour on a critical success).
Vulnerable to Brain Destruction A vetalarana whose brain has been destroyed, or is reduced to 0 HP while unable to take mental actions, can't use Mental Rebirth.
Void Healing — A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.
Anticipatory Attack — The vetalarana emergent uses consumed memories to anticipate their prey's movements. The vetalarana emergent's Strikes deal an additional 1d8 precision damage to creatures stupefied due to the vetalarana's Drain Thoughts.
Drain Thoughts (mental, occult) — A victim's stupefied condition value decreases by 1 every week.
A victim that becomes stupefied 5 in this way is rendered comatose, becoming permanently Unconscious. As long as the vetalarana lives, a comatose victim can't regain consciousness, and its stupefied condition doesn't decrease.
A victim that becomes stupefied 5 in this way is rendered comatose, becoming permanently Unconscious. As long as the vetalarana lives, a comatose victim can't regain consciousness, and its stupefied condition doesn't decrease.
Grab —
WORKS WELL WITH
AnvilLAND / VERTICALAnvil occupies enemies in melee while the Emergent flanks with climb mobility and stacks stupefied for Anticipatory Attack.
CrasherLAND / VERTICALCrasher delivers finishing power against targets that the Emergent has stupefied through Drain Thoughts.
SniperLAND / VERTICALSniper pressures enemies from a distance while the Emergent uses climb and Stealth to approach and debuff key targets.
PUNISHES
✖ low Will✖ low Perception✖ mental overreliance✖ single-target tunnel
Works well with · Punishes · Pairing advice
Unlock with Tactics
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