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Vincuvicar

Creature 18 (uncommon) — fiend, unholy, velstrac

Pre-Remaster content. May include legacy alignment.

Prison keepers among velstracs, vincuvicar velstracs thrive on depriving others of freedom. Vincuvicar Thrones Each vincuvicar possesses a personal, spiked iron throne—a symbol of authority. This iron throne is an object with Hardness 20 and 500 Hit Points. If a vincuvicar's throne is destroyed, the velstrac must return to the Shadow Plane to acquire or construct a replacement.

Source: stolen-fate-bestiary (Pre-Remaster)

Perception +32
Skills acrobatics +31, athletics +35, crafting +29, deception +32, intimidation +34, medicine +32, religion +30, stealth +31, survival +30
Str
+9
Dex
+6
Con
+6
Int
+5
Wis
+6
Cha
+6
AC 42 Fort +32 Ref +28 Will +30
HP 333
Immunities cold, fear-effects
Weaknesses holy 20, silver 20
Speed 25 feet

Offense

Melee War Flail +35, Damage 2d6 bleed plus 3d10+17 bludgeoning
Ranged Animated Manacles +32, Damage 3d8+8 piercing plus 2d6 bleed

Abilities

Greater Darkvision — Greater Darkvision
Telepathy 100 feet (aura, magical) — Telepathy
Painsight — 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.
Constant Spells — Constant Spells
+1 Status to All Saves vs. Magic
Regeneration 25 (Deactivated by Holy or Silver) — Regeneration
Alone and Forgotten (aura, divine, fear, mental) — 30 feet. When a creature ends its turn in the aura, it feels imprisoned and must succeed at a DC 37 Will save or become Enfeebled 1 and Slowed 1 for 1 round.
Attack of Opportunity — Attack Of Opportunity
Focus Gaze (concentrate, divine, fear, mental, visual) — The vincuvicar stares at a creature they can see within 30 feet. The creature must attempt a Will save against the alone and forgotten aura. If the creature was already enfeebled and Slowed, on a failed save, its hopelessness causes it to be Enfeebled 2 and unable to take the Escape action as long as they remain enfeebled. After attempting this save, the creature is then temporarily immune until the start of the vincuvicar's next turn.
Institutionalized — A vincuvicar forms a bond with an institution that holds prisoners. This takes 1 day and ends any previous bond the vincuvicar had. While within the area of the prison, the vincuvicar gains a +2 status bonus to skill checks and Perception checks.
Shackle — **Critical Success** The creature avoids being manacled. **Success** The manacles distract the creature, causing it to become Off-Guard until the end of its next turn. **Failure** The manacles fuse in place and bind the creature's legs and arms until it Escapes or the manacles are destroyed. **Critical Failure** As failure, but the creature is also Restrained.

Spells

Imprisonment (rank 8)
Mind Blank (rank 8)
Teleport (rank 6)
True Seeing (Constant) (rank 6)
Mind Probe (rank 5)
Prying Eye (rank 5)
Discern Lies (Constant) (rank 4)
Divine Wrath (rank 4)
Darkness (At Will) (rank 2)
Command (rank 1)
Daze (rank 1)
Sigil (rank 1)

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