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Vischari

Creature 7 (unique) — humanoid, urdefhan

Pre-Remaster content. May include legacy alignment.

AnvilCrasherLANDhumanoidurdefhan

Source: abomination-vaults-bestiary (Pre-Remaster)

Perception +15; greater-darkvision
Languages aklo, daemonic, sakvroth
Skills acrobatics +15, athletics +17 (+19 to Grapple or Shove), intimidation +15, medicine +13, survival +15
Str
+6
Dex
+4
Con
+2
Int
+0
Wis
+2
Cha
+4
AC 25 Fort +15 Ref +17 Will +13
HP 115 (void healing)
Immunities death-effects, disease, fear-effects
Weaknesses vitality 10
Speed 25 feet

Offense

Melee Fist (deadly-d8, unarmed) +18, Damage 2d8+10 bludgeoning
Melee Jaws (unarmed) +17, Damage 2d6+10 piercing

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.
Attack of Opportunity
Necrotic Decay (divine, void) — When Vischari dies, her invisible flesh rots away and sublimates into a foul-smelling gas that fills a 5-foot emanation around her body. This gas deals 7d6 void damage to creatures in this area as their flesh curdles and rots (DC 24 Fortitude save).
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.
Immobilizing Blow (incapacitation) — Vischari makes a fist Strike that shuts down her target's motor control. The target must make a DC 25 Fortitude save. If the Strike was a critical hit, treat the target's save result as one degree worse. The target is then temporarily immune for 1 hour.

Critical Success The target is unaffected.

Success The target is Stunned 1.

Failure The target is Paralyzed for 1 round.

Critical Failure The target is paralyzed for 1 minute. At the end of each of its turns, it can attempt a new Fortitude save to reduce the remaining duration by 1 round or end it entirely on a critical success.
Wicked BiteDrain Blood Vischari drinks some of the creature's blood. On a failed save, the creature is Drained 1 and Vischari regains 10 healing HP (on a critical failure, it's Drained 2 and Vischari regains 20 healing HP).

Drain Vitality Vischari draws out some of the creature's vital essence. The creature becomes Enfeebled 1 for 1 hour on a failed save (or Enfeebled 2 for 1 hour on a critical failure).
Divine Innate Spells DC 22, attack +14
2nd Darkness, Death Knell
1st Fear, Feather Fall (At Will) (Self Only), Ray of Enfeeblement

WORKS WELL WITH

SniperLANDThe Anvil's immobilization creates stationary targets that the Sniper can safely engage from range.
MenderLANDThe Anvil's frontline exposure and reliance on blood drain for sustain create a tempo gap for dedicated healing.
WeaverLANDThe Weaver's forced movement delivers out-of-position targets into the Anvil's immobilization reach.
FlankerLANDImmobilized targets from the Anvil provide guaranteed off-guard for the Flanker.

PUNISHES

✖ mobility✖ trigger-happy casters✖ melee clumping
pairing with another Anvil
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 #164: Hands of the Devil.

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