EremiteCreature 20
Source Pathfinder Bestiary 2
Perception +34 (greater darkvision, painsight, true seeing)
Languages Common, Infernal, Shadowtongue, Telepathy 100 Feet
Skills Athletics +35, Deception +38, Diplomacy +36, Intimidation +40, Medicine +36, Religion +34, Stealth +36, Lore +36
Str +9, Dex +6, Con +7, Int +6, Wis +6, Cha +10
AC 45; Fort +37; Reflex +32; Will +34; +1 status to all saves vs. magic
HP 375 (regeneration 25 (deactivated by good or silver)
Speed 30 feet (fly 50 feet)
Immunities cold, fear effects, nonlethal attacks
Weaknesses Good 20, Silver 20
Jaws +39 (+34, +29) to hit (evil, magical) 4d8+19 Piercing
Claw +39 (+35, +31) to hit (agile, evil, magical) 3d6+19 Slashing
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. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal Darkvision. A creature with greater darkvision, however, can see through even these forms of magical darkness.
Telepathy (aura, divination, magical)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.
Painsight (divination, 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.
At-Will SpellsThe monster can cast its at-will spells any number of times without using up spell slots.
Constant SpellsA constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.
+1 Status to All Saves vs. MagicRegeneration 25 (deactivated by good or silver)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 PainAn eremite's actions can't be disrupted due to damage or Strikes (such as Attack of Opportunity).
Paralytic Perfection (aura, divine, enchantment, 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.
Evisceration (attack)Requirements The eremite has a creature grabbed
Effect The eremite excises flesh or bone from a creature it has grabbed. The target takes 6d10 Persistent Bleed Damage.
Exquisite PainAn 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 (concentrate, divine, enchantment, 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 until the start of the eremite's next turn.
Graft FleshRequirements 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 (divine, divination)When an eremite uses Plane Shift or Shadow Walk, they arrive at exactly their intended destination.
Improved GrabThe monster can use Grab as a free action triggered by a hit with its initial attack. A monster with Improved Grab still needs to spend an action to extend the duration for creatures it already has Grabbed.
Divine Innate Spells (DC 42, +32 to hit)
Cantrips (10th Level): Stabilize
7th Level: Dimension Door (At will), Dimensional Lock, Plane Shift (To Material Plane or Shadow Plane only), Shadow Siphon (At will), Warp Mind
9th Level: Bind Soul, Blade Barrier, Harm, Heal, Shadow Blast, Shadow Walk (At will), True Seeing (Constant)
8th Level: Imprisonment
Eremites roam the planes to seek out ideal portions of other creatures, such as a hero's sword-arm or an angel's pinions. Eremites capture these specimens to clinically test their true limits, then harvest specimens and add them to their own bodies. An eremite might attach tongues to their hand as extra fingers or a fist to the back of their neck in a horrid "improvement." Eremites average 7 feet tall and weigh approximately 200 pounds.
The search for ultimate sensation through self-mutilation is the horrifying preoccupation of the shadow-dwelling fiends known as velstracs. They transcend their stoic detachment only when inflicting pain and terror upon their victims, practicing new forms of torture, or when turning their agonizing practices back on themselves. Velstracs consider themselves enlightened beings, transcending such limitations as morality or mortal taboos, but their victims know them as emotionless tormentors who inflict sadistic suffering. These fiends claim to seek perfection in thought, form, and action, although they don't recognize any refinement that doesn't require the painful excision of the flesh or spirit.
Velstracs manifest from the souls of the most extreme masochistic or sadistic mortals who are judged and sent on to the Shadow Plane. They take on forms that suit their vile predilections, ranging from the low-ranking augurs to the maestros of suffering and mutilation called eremites. The process of transformation warps the soul step by step, with other velstracs conveying their new members through untold chambers of pain among the dark reaches of the Shadow Plane.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.