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Vicharamuni

Creature 10 (uncommon) — beast, holy

SnareWeaverLANDAQUATICbeastholypoison

Awakener nagas are benevolent and wise teachers of people and places. They seek to guide and nurture the world around them, sensing mortals or locales with potential supernatural significance. Once located, these nagas provide instruction and divine trials to forge their wards toward strength and to impart a deeper understanding of right and wrong. Though considered stern and intimidating taskmasters by their students, those taught by a vicharamuni often go on to become great heroes. Awakener n

Source: pathfinder-monster-core

Perception +22; darkvision
Languages common, empyrean
Skills acrobatics +22, athletics +21, deception +18, diplomacy +21, Heaven Lore +21, stealth +20
Str
+5
Dex
+6
Con
+5
Int
+3
Wis
+5
Cha
+4
AC 31 Fort +20 Ref +21 Will +22
HP 175
Speed 25 feet, swim 25 feet

Offense

Melee Fangs (finesse, holy, reach-10) +22, Damage 3d10+8 piercing plus Vicharamuni Venom
Melee Tail (agile, finesse, holy, reach-20) +22, Damage 3d8+8 bludgeoning plus Coils Of Knowledge
Ranged Spit (agile, holy, poison) +22, range increment 30 feet, Damage 1d4 bludgeoning plus Vicharamuni Venom

Abilities

Coils of Knowledge (force, magical) — The naga's grip is more spiritual than physical. A creature hit by a vicharamuni's tail must succeed at a DC 29 Will save or become Grabbed by the tail until they Escape, the naga releases them with an Interact action, or the naga dies.

A captive takes a –4 status penalty to Escape, but can choose to attempt an Occultism or Religion check to Escape instead of the usual options without taking this penalty
Greater Constrict — 3d8+5 bludgeoning, DC 29 Fortitude

The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC. A creature that fails this save falls Unconscious, and a creature that succeeds is then temporarily immune to falling unconscious from Greater Constrict for 1 minute.
Spiritual Venom — A vicharamuni can choose to negate any damage that its venom does to a creature. In addition, the naga can cast any of its divine spells on a creature that is affected by its venom, regardless of range or line of effect.
Vicharamuni Venom (divine, holy, mental, poison, spirit) — Saving Throw DC 29 Will

Maximum Duration 6 rounds

Stage 1 3d6 spirit (1 round)

Stage 2 3d6 spirit and Drained 1 (1 round)
Divine Spontaneous Spells DC 29, attack +21
5th Breath of Life, Divine Immolation
4th Fly
3rd Crisis of Faith, Holy Light, Lightning Bolt, Mind Reading
2nd Calm, Cleanse Affliction, Dispel Magic, Noise Blast, See the Unseen
1st Heal, Protection, Spirit Link
Cantrips (5th) Daze, Detect Magic, Frostbite, Light, Read Aura, Stabilize, Telekinetic Hand

WORKS WELL WITH

AnvilLAND / AQUATICA durable frontline body keeps a grabbed ally from being rescued while the naga's reach and venom control the fight.
CrasherLAND / AQUATICA burst melee attacker capitalizes on a target already Grabbed and poisoned, before it can Escape.
SniperLAND / AQUATICRanged damage punishes a target that cannot reposition once tail-grabbed and constricted.

PUNISHES

✖ low Will✖ melee reliance✖ isolated targets
Avoid pairing with another grapple-based controller; competing to lock down the same target wastes actions.
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 Monster Core.

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