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Vermlek Centaur (5-6)Creature 6


RareCELargeDemonFiend
Source Pathfinder Society Scenario #2-18: The Fanciful March of Urwal
Perception +13 (darkvision)
Languages Abyssal, Celestial, Draconic, Ignan, Telepathy 100 Feet
Skills Acrobatics +12, Athletics +15, Deception +11, Stealth +12
Str +5, Dex +2, Con +5, Int +1, Wis +2, Cha +3

AC 23 26 while Inhabiting a Centaur Body; Fort +16; Reflex +13; Will +11;
HP 80
Speed 25 feet (burrow 15 feet)
Weaknesses Coldiron 5, Good 5, Sonic 5

Jaws One Action +17 (+12, +7) to hit 2d10+7 Piercing
Hoof One Action +13 (+9, +5) to hit (agile) 2d6+7 Bludgeoning
Longsword One Action +17 (+12, +7) to hit (versatile p) 1d8+5 Slashing
Light Hammer One Action +17 (+13, +9) to hit (agile, thrown 20) 1d6+7 Bludgeoning
Light Hammer One Action +17 (+13, +9) to hit (agile, thrown 20) 1d6+7 Chaotic

Darkvision

A monster with 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 monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Telepathy 100 feet (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.

Recoil from Wasted Opportunities

Vermleks cannot stand the sight of a good meal presented and then swiftly taken away. Whenever a dying creature within sight of the vermlek has its dying condition removed, the vermlek takes 1d6 mental damage.

Abandon Body Two Actions (manipulate)

Requirements The vermlek is Inhabiting a Centaur Body


Effect The vermlek crawls out of the body it is inhabiting, devouring much of the body's remaining flesh and regaining 15 Hit Points in the process. The corpse it leaves behind is little more than a husk.

Inhabit Centaur Body Three Actions (manipulate)

While most vermleks inhabit Medium humanoids, Urxehl has granted this demon the ability to inhabit centaurs instead.

The vermlek crawls into the body of an adjacent dead centaur, consuming the bulk of the victim's skeleton and internal organs as it does so and cramming itself into the cavity.

The vermlek can wield weapons and use the centaur's Speed, hoof attack, and Trample ability. It also gains a +3 circumstance bonus to AC. While Inhabiting a Centaur body, a vermlek can't burrow.

It can't use this ability if it's already Inhabiting a Centaur Body.

Speed: 40, Burrow: 0 if Inhabiting a Centaur bodyTrample Three Actions

Medium or Smaller; Hoof; DC 23 basic reflex


The monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure).

Unsettling Movement (emotion, fear, mental, visual)

Whenever the vermlek Abandons a Body or Inhabits a Body, all creatures within 30 feet who can see the vermlek must succeed at a DC 23 will save or become Frightened 1. On a critical failure, the creature is frightened 1 and Sickened 1.

Regardless of the result, creatures are immune to the same vermlek's unsettling movement for 24 hours.


Divine Innate Spells (DC 23, +15 to hit)

1st Level: Fear, Harm



Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.