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Vetalarana Manipulator

Creature 11 (uncommon) — undead, unholy, vampire

Pre-Remaster content. May include legacy alignment.

WeaverShadeLANDVERTICALundeadvampire

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 +22; darkvision, thoughtsense 100 feet
Languages common, necril; telepathy 100 feet, tongues
Skills athletics +22, deception +24, diplomacy +24, intimidation +22, occultism +23, society +23
Str
+4
Dex
+4
Con
+4
Int
+6
Wis
+7
Cha
+7
AC 28 Fort +19 Ref +19 Will +24
HP 140 (fast healing 10, mental rebirth, void healing)
Immunities death-effects, disease, paralyzed, poison, sleep
Resistances mental 10
Speed 25 feet, climb 25 feet

Offense

Melee Claw (agile, finesse, magical, unarmed) +21, Damage 3d8+10 slashing plus Grab, Vampire Vetalarana Manipulator Paralyzing Claws

Abilities

Telepathy 100 feet (aura, magical) — 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.
Thoughtsense (Precise) 100 feet (mental, occult) — The vetalarana senses all non-mindless creatures within 100 feet as a precise sense.
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.
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.
Psychic Superiority (mental, occult) —
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.
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.
Control ComatoseFrequency once per day

Effect The vetalarana manipulator spends 10 minutes to take psychic control of the creatures they've rendered comatose with Drain Thoughts. This has the effects of the Possession spell, but lasts for up to 6 hours, has a range of 1 mile, and the vetalarana can control a number of comatose victims at a time equal to half the vetalarana's level. A comatose victim can't resist this possession and automatically gets a critical failure on its saving throw against Control Comatose.

As long as a comatose victim is controlled by a vetalarana manipulator in this way, the victim's stupefied and Unconscious conditions are temporarily suppressed.
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.
Paralyzing Claws (incapacitation, occult) — Any living creature hit by a vetalarana manipulator's claw Strike must succeed at a DC 27 Fortitude save or become Paralyzed. The target can attempt a new save at the end of each of its turns to end the effect, and the DC cumulatively decreases by 1 on each such save.
Grab
Divine Prepared Spells DC 30, attack +22
6th Dominate (×2)
5th Mind Probe, Shadow Blast, Subconscious Suggestion, Synaptic Pulse
4th Fly, Suggestion, Talking Corpse
3rd Agonizing Despair, Hypercognition, Mind Reading, Paralyze
2nd Blur, Darkness, False Life, Telekinetic Maneuver (×2)
1st Bane, Command (×2), Command, Unseen Servant
Cantrips (6th) Daze, Mage Hand, Read Aura, Sigil, Telekinetic Projectile
Divine Innate Spells DC 30, attack +22
5th Tongues (Constant)

WORKS WELL WITH

AnvilLAND / VERTICALAn anvil occupies targets in melee so the manipulator can safely deliver paralyzing claw strikes and possession.
CrasherLAND / VERTICALA crasher finishes enemies left stupefied or paralyzed by the manipulator's mental and claw attacks.
FlankerLAND / VERTICALA flanker keeps enemies distracted while the manipulator threads Drain Thoughts and control spells from the flank.

PUNISHES

✖ low Fortitude✖ stealth✖ premature focus
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 Book of the Dead.

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