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Vincuvicar

Creature 18 (uncommon) — fiend, unholy, velstrac

Pre-Remaster content. May include legacy alignment.

AnvilShadeLANDfiendunholyvelstrac

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; greater-darkvision, truesight 60 feet; painsight
Languages common, diabolic, shadowtongue; telepathy 100 feet
Skills acrobatics +31, athletics +35, crafting +29, deception +32, intimidation +34, medicine +32, religion +30, stealth +31, survival +30, Torture Lore +31
Str
+9
Dex
+6
Con
+6
Int
+5
Wis
+6
Cha
+6
Items War Flail, Full Plate, Manacles (Average) (6)
AC 42 Fort +32 Ref +28 Will +30 +1 status to all saves vs. magic
HP 333 (regeneration 25 (deactivated by holy or silver))
Immunities cold, fear-effects
Weaknesses holy 20, silver 20
Speed 25 feet

Offense

Melee War Flail (disarm, magical, sweep, trip, unholy) +35, Damage 2d6 bleed plus 3d10+17 bludgeoning
Ranged Animated Manacles (magical, unholy) +32, range increment 20 feet, Damage 3d8+8 piercing plus 2d6 bleed

Abilities

Greater Darkvision — A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness.
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.
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 — 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.
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
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.
ShackleCritical 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.
Divine Innate Spells DC 40, attack +32
8th Mind Blank
6th Teleport, True Seeing (Constant)
5th Mind Probe, Prying Eye
4th Discern Lies (Constant), Divine Wrath
2nd Darkness (At Will)
1st Command
Cantrips (8th) Daze, Sigil

WORKS WELL WITH

WeaverLANDWeaver shoves enemies into the Alone and Forgotten aura where they suffer enfeebled and slowed.
SniperLANDSniper fires from outside the aura at debuffed enemies pinned by Attack of Opportunity and Shackle.
CrasherLANDCrasher wades into aura-softened enemies to exploit their reduced action economy and enfeebled strikes.

PUNISHES

✖ clumping✖ low Will✖ bleed susceptibility
Another area-denial Anvil creates diminishing returns contesting the same chokepoint.
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 #191: The Destiny War.

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