Sacristan Scourge

Level 15
Creature· fiendUncommonGargantuanRemaster
AC 36
HP 270
Speed 25 ft.
Fort +29
Ref +25
Will +24
Perc +26
Size Gargantuan
Uncommon
Weaknesses area damage 15, holy 15, silver 15, splash damage 15
Spells
Divine Innate Spells (DC 35, attack +0)
Languages common, diabolic, shadowtongue
Senses greater-darkvision
Skills athletics +30, acrobatics +28, stealth +28, intimidation +25
Recall Knowledge religion DC 36

Abilities

Painsightinteraction(divine)

Each member of a sacristan scourge automatically knows whether a creature they can see has any of the doomed, dying, and wounded conditions, as well as the value of those conditions.

Regeneration 10 (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.

Staggering Servitudedefensive(aura, divine, fear, mental, visual)

30 feet. When a creature ends its turn in the sacristan scourge's aura, it is subjected to an overwhelming vision of the entire scourge groveling piteously before it. The creature must succeed at a DC 33 will save or become Stunned 1.

Troop Defensesdefensive

Troops are composed of many individuals, represented by four "segments" on a battle grid. Each segment is 10 feet on each side and as tall as the individual members of the troop. Segments must remain contiguous. Each one has to share at least 5 feet of one of its edges with another segment—being adjacent on a diagonal isn't sufficient! You can measure flanking, cover, and the like using the center of any segment. A troop has two Hit Point thresholds in its HP entry and loses segments as it crosses thresholds. Typically, the higher threshold is at 2/3 of the troop's maximum Hit Points and the lower is at 1/3 of its maximum. Once the troop drops below the higher threshold, it loses one segment, leaving three segments (12 squares) remaining and setting the first threshold as the troop's new maximum Hit Points. This repeats when the troop drops below the lower threshold, leaving two segments (8 squares). At 0 Hit Points, the troop disperses entirely, with the few remaining members surrendering, Fleeing, or easily dispatched, as determined by the GM. Typically the creature who caused the troop to lose a segment decides which to remove, or the GM decides when a specific creature wasn't responsible. To restore lost segments and maximum Hit Points, a troop needs to spend downtime to use long-term treatment on casualties or recruit new members to replace the fallen. Troops are typically immune to non-damaging effects that target a single creature, such as a Charm spell or the Demoralize action. An ability that can target 5 or more creatures can target an entire segment, increasing to two segments if it can target 10 or more creatures and to the entire troop if it can target 20 or more creatures. An ability that affects all creatures in a certain range affects all segments in range (make any checks or saves separately for each segment). As examples, an 8th rank charm spell (with 10 targets) can affect two segments, and an ability that Demoralizes all creatures within 30 feet of you would affect all segments that are fully within that range. A non-damaging ability that would prevent a segment from acting, cause them to flee, or otherwise make them unable to function as part of the troop for a round or more removes the segment entirely. The troop loses a number of HP required to bring it to the next threshold. If an ability both deals damage and has a non-damaging effect, apply the damage then the rest of the effect.

Troop Movementdefensive

Whenever a troop moves, you move one of its segments and the other segments follow behind it. At the end of the movement, you can group the other segments adjacent to the one you moved as you see fit, provided none of them moves farther than the moving segment. If you choose not to move the troop any distance, you can instead reshape the position of all the segments as long as one stays in place.

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

The sacristans stare at a creature they can see within 30 feet. The creature must immediately attempt a DC 33 will save against staggering servitude. In addition, if the creature was already stunned, on a failed save its revulsion toward the sacristans' presence causes it to be Stupefied 2 for 1 minute. After attempting this save, the creature is then temporarily immune to staggering servitude until the start of the scourge's next turn.

Shadow Scream◆◆◆offensive(aura, concentrate, darkness, divine, mental, sonic)

Frequency once per hour Effect The sacristans open their mouths in unison to unleash a chorus of ghastly wailing infused with the mind-shattering darkness of the Netherworld. This creates a 30-foot emanation of darkness and pandemonium around it that's impenetrable even to creatures with darkvision (but not greater darkvision). They can Sustain Shadow Scream for up to 1 minute. Non-velstrac creatures in the area when the ability is used, as well as those that enter or start their turn in the area, must attempt a DC 33 will save. Critical Success The creature is unaffected and is temporarily immune for 24 hours. Success The creature is Deafened for 1 round. Failure The creature is Confused and deafened for 1 round. Critical Failure The creature takes 60 mental damage and is confused and deafened for 1 round.

Storm of Agonyoffensive(divine, unholy)

Frequency once per round Effect The scourge lashes with barbed chains against enemies in a 10-foot emanation (DC 33 reflex save). The damage depends on the number of actions. A creature that critically fails is also knocked Prone. 1 1d8 piercing plus 1d6 spirit and 1d4 persistent bleed 2 3d8+6 piercing plus 1d6 spirit and 1d6 persistent bleed 3 4d8+9 piercing plus 1d6 spirit and 1d8 persistent bleed

Description

Pressed into servitude by the shadowcasters of the Umbral Court, these shambling assemblies of scarred flesh, jagged metal, and darkness incarnate would be pitiable if they did not pose such a deadly threat to those who meet them on the battlefield. Each of these companies is made up of dozens of velstracs whose bodies and spirits have been utterly broken by the agonies of the Netherworld. The horror of their brutal combat tactics is exceeded only by the chilling howls that herald their arrival, shattering the minds of even the most disciplined soldiers. Once a battle has concluded, many members of a sacristan scourge search for those who were wounded but are not yet dead to taste their exquisite suffering in their final moments.