Eremite

Level 20
Creature· fiendMediumRemaster
AC 45
HP 375
Speed 30 ft.
Fort +37
Ref +32
Will +34
Perc +34
Size Medium
Common
Weaknesses holy 20, silver 20
Languages common, diabolic, shadowtongue
Senses greater-darkvision, truesight 5 ft.
Speeds 30 ft., fly 50 ft.
Skills intimidation +40, deception +38, diplomacy +36, medicine +36, stealth +36, religion +34, athletics +33
Recall Knowledge religion DC 40

Attacks

Melee Jaws +39/+34/+29(magical, unholy)
Damage: 2d6 persistent bleed + 4d8+19 piercing
Effect: exquisite pain
Melee Claw +39/+35/+31(agile, magical, unholy)
Damage: 3d6+19 slashing + 2d6 persistent bleed
Effect: exquisite pain, improved grab

Abilities

Telepathy 100 feetinteraction(aura, magical, mental)

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.

Painsightinteraction(divine)

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)defensive

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.

Ignore Paindefensive

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

Paralytic Perfectiondefensive(aura, divine, fear, incapacitation, mental, visual)

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.

Eviscerationoffensive(attack)

Requirements The eremite has a creature Grabbed or Restrained

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

Exquisite Painoffensive

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 Gazeoffensive(concentrate, divine, fear, mental, visual)

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 Fleshoffensive

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

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 Traveleroffensive(divine)

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

Improved Graboffensive

Trigger The monster's last action was a successful Strike that lists Improved Grab in its damage entry, or the monster has a creature Grabbed or Restrained Effect If used after a Strike, the monster attempts to Grapple the creature using the body part it attacked with as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty. The monster can instead use Improved Grab as an action and choose one creature it's grabbing or restraining with an appendage that has Improved Grab to automatically extend that condition to the end of the monster's next turn.