Vinculatti

Level 11
Creature· devilUncommonLargeRemaster
AC 30
HP 240
Speed 30 ft.
Fort +24
Ref +21
Will +20
Perc +24
Size Large
Uncommon
Immunities fire
Resistances physical 10 (except silver), poison 10
Weaknesses holy 10
Languages common, diabolic, empyrean
Senses darkvision
Speeds 30 ft., climb 30 ft.
Skills athletics +26, intimidation +23, acrobatics +19, religion +19, survival +19, stealth +16
Recall Knowledge religion DC 30

Attacks

Melee Mandibles +22/+17/+12(magical, reach 10 ft., unholy)
Damage: 2d12+13 piercing
Effect: grab
Melee Manacles +22/+18/+14(agile, magical, reach 10 ft., unholy)
Damage: 2d10+13 bludgeoning
Effect: 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.

Fearsense 60 feetinteraction(divine, mental)

The vinculatti is aware of all frightened creatures within the listed range.

+1 Status to All Saves vs. Magicdefensive
Jingling Approachdefensive(auditory, emotion, fear, mental)

When a creature rolls Perception for its initiative in combat against the vinculatti or succeeds at a Perception check against the vinculatti's Stealth DC, it must attempt a DC 27 will save. On a failure, it's Frightened 1 (Frightened 2 on a critical failure).

No Liberationdefensive

Trigger A creature Grabbed or Restrained by the vinculatti attempts to Escape Effect The triggering creature takes a –2 circumstance penalty to the check to Escape.

Constrictoffensive

(1d12+13) bludgeoning, DC 30 fortitude The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.

Master of Manaclesoffensive

The vinculatti's manacles can grapple or restrain any number of creatures within the devil's reach. They can apply the nonlethal trait to Constrict when damaging foes Grabbed or Restrained by their manacles.

Prisoner Transferoffensive

Requirements A Large or smaller creature is Grabbed or Restrained by the vinculatti's mandibles

The vinculatti moves the creature to their manacles, freeing their mandibles to make attacks, and then Constricts the creature it moved.

To the Cellsoffensive

The vinculatti Strides or Climbs up to half their Speed, moving any creatures it has Grabbed or Restrained the same distance in that direction.

Whispers of Despairoffensive(auditory, emotion, fear, mental)

Requirements A creature is Grabbed or Restrained by the vinculatti

The vinculatti taunts the creature about its captivity. The creature must attempt a DC 30 will save. On a failure, it becomes Frightened 2 (Frightened 3 on a critical failure). Regardless of the save's result, the target is temporarily immune to Whispers of Despair for 1 hour.

Graboffensive

Requirements The monster's last action was a successful Strike that lists 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. This attempt neither applies nor counts toward the creature's multiple attack penalty. The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.

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.

Description

Warden devils exist to capture and imprison mortals, whether as jailers in Hell or hunters summoned by diabolists. Vinculattis exercise little discretion and show less interest in a prisoner's sentence or condition. Warden devils take cruel satisfaction in heaping psychological distress on their charges, enumerating the pleasures a prisoner is now denied.