Eremite

Level 20
Creature· fiendMediumRemaster
AC
45
HP
375
Speed
30 ft.
Perception
+34
Fort
+37
Ref
+32
Will
+34
Immunities cold, fear-effects, nonlethal-attacks
Weaknesses holy 20, silver 20
Languages common, diabolic, shadowtongue
Senses greater-darkvision, truesight 5 ft.
Skills intimidation +40, deception +38, diplomacy +36, medicine +36, stealth +36, religion +34, athletics +33
Other Speeds fly 50 ft.
Recall Knowledge DC 40 (religion)

Attacks

Melee Jaws +39 (magical, unholy), Damage 2d6 bleed plus 4d8+19 piercing
Melee Claw +39 (agile, magical, unholy), Damage 3d6+19 slashing plus 2d6 bleed

Abilities

Telepathy 100 feetinteraction
Painsightinteraction

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.

Regeneration 25 (Deactivated by Holy or Silver)
Ignore Pain

An eremite's actions can't be disrupted due to damage or Strikes (such as Reactive Strike).

Paralytic Perfection

30 feet. When a creature ends its turn in the aura, it feels compelled to offer pieces of its own flesh to the eremite. The creature must succeed at a DC 40 will save or become Paralyzed for 1 round.

Evisceration

Requirements The eremite has a creature Grabbed or Restrained


Effect The eremite excises flesh or bone from a creature they've grabbed or restrained. The target takes 6d10 persistent bleed damage.

Exquisite Pain

An eremite's knowledge of pressure points and pain centers is unsurpassed. A creature hit by an eremite's melee Strikes must succeed at a DC 40 fortitude save or be Stunned 2 (Stunned 4 on a critical failure). A creature that critically succeeds is temporarily immune for 24 hours.

Focus Gaze

The eremite stares at a creature they can see within 30 feet. The creature must immediately attempt a Will save against paralytic perfection. In addition, if the creature was already Paralyzed, on a failed save, its unnatural longing causes it to become Doomed 1. After attempting this save, the creature is then temporarily immune to Focus Gaze until the start of the eremite's next turn.

Graft Flesh

Requirements The eremite holds a piece of flesh they collected via Evisceration


Effect The eremite attaches the stolen flesh to themself. They either regain 100 Hit Points; reduce the value of their Clumsy, Drained, Enfeebled, or Stupefied condition by 3; or reduce the stage of any affliction affecting them by 3.

Shadow Traveler

When an eremite uses Interplanar Teleport, they arrive at exactly their intended destination.

Improved Grab