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There is a Legacy version here.

Eremite

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, clinically test their true limits, then harvest the choicest pieces 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 typically stand about 7 feet tall and weigh approximately 200 pounds.

Recall Knowledge - Fiend (Religion): DC 40
Unspecific Lore: DC 38
Specific Lore: DC 35

Elite | Normal | Weak
Proficiency without Level

Changes from being Weak are marked in red below.
NOTE: The -2 damage penalty to non-strike offensive abilities (-4 if the ability is limited, such as spells) is NOT factored in.

Weak EremiteCreature 19

Medium Fiend Unholy Velstrac 
Source Monster Core 2 pg. 348
Perception +32; greater darkvision, painsight, truesight
Languages Common, Diabolic, Shadowtongue; telepathy 100 feet
Skills Athletics +31, Deception +36, Diplomacy +34, Intimidation +38, Medicine +34, Religion +32, Stealth +34, Torture Lore +34
Str +9, Dex +6, Con +7, Int +6, Wis +6, Cha +10
Painsight (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.
AC 43; Fort +35, Ref +30, Will +32; +1 status to all saves vs. magic
HP 355, regeneration 25 (deactivated by holy or silver); Immunities cold, fear, nonlethal; Weaknesses holy 20, silver 20
Ignore Pain An eremite's actions can't be disrupted due to damage or Strikes (such as Reactive Strike).Paralytic Perfection (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 38 Will save or become paralyzed for 1 round.
Speed 30 feet, fly 50 feet
Melee [one-action] jaws +37 [+32/+27] (magical, unholy), Damage 4d8-2+19 piercing plus 2d6 persistent bleed and exquisite painMelee [one-action] claw +37 [+33/+29] (agile, magical, unholy), Damage 3d6-2+19 slashing plus 2d6 persistent bleed, exquisite pain, and Improved GrabDivine Innate Spells DC 40 (-4 dmg); 9th blessed boundary, harm (×2), heal (×2), seize soul, shadow blast; 7th interplanar teleport (to the Netherworld or the Universe only), planar seal, shadow blast, translocate (at will), warp mind; Cantrips (9th) stabilize; Constant (9th) truesight
Evisceration [one-action] (attack) Requirements The eremite has a creature grabbed or restrained; Effect The eremite excises flesh or bone from a creature they've grabbed or restrained. The target takes 6d10 persistent bleed damage.Exquisite Pain 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 38 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 [one-action] (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 Flesh [one-action] Requirements 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) When an eremite uses interplanar teleport, they arrive at exactly their intended destination.

All Monsters in "Velstrac"

NameLevel
Augur1
Augur1
Velstrac Conductor9
Ephialtes16
Eremite20
Evangelist6
Evangelist6
Interlocutor12
Interlocutor12
Ostiarius5
Precentor16
Sacristan10
Vincuvicar18

Velstrac

Source Monster Core 2 pg. 344
The shadow-dwelling fiends known as velstracs all share a horrifying preoccupation with the search for ultimate sensation through self-mutilation. Velstracs transcend their stoic detachment only when inflicting pain and terror upon their victims, practicing new forms of torture, or turning their agonizing practices back on themselves. They 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 Netherworld. They take on forms that suit their vile predilections, ranging from the low-ranking augurs to the maestros of suffering and mutilation, the 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 Netherworld.

Sidebar - Advice and Rules Check With Players

Velstracs are creatures of pain and mutilation. Encounters with velstracs often delve into the realm of body horror, which could be overly disturbing to some players, leading to unintentional effects on your game and your friends. Before introducing velstracs into your game, talk with your players to learn about any particular phobias or limits to determine what content you bring to the table, and consider that on your own behalf as well. Some specific elements to be aware of are velstrac themes around cutting flesh and drawing blood, especially the eremite’s abilities to remove the flesh of others and graft it to themself.

Sidebar - Additional Lore Despicable Origins

Velstracs originated with the first debased thoughts of mortals, which divine beings found so deplorable that they locked all velstracs away in Hell. It wasn’t long, however, before the newly formed beings escaped their infernal prison to the Netherworld.

Sidebar - Related Creatures Other Velstracs

There are as many different velstracs as there are ways to inflict pain. Other velstracs range in power from the relatively weak lampadariuses to the powerful phylacators.

Sidebar - Locations The Shadow Forge

Many velstracs outsource the forging of their chains to unique velstracs known as almoners. These six-armed, legless humanoids toil endlessly at a great burning foundry called the Shadow Forge. Almoners operate under mysterious strictures and are just as likely to turn a velstrac away emptyhanded as not.

Sidebar - Additional Lore Velstrac Divinities

The most powerful velstracs are unique divinities known collectively as velstrac demagogues—powerful creatures worshipped by those mortals who seek to experience agonizing new revelations and gain power by enhancing the body through pain.

Sidebar - Additional Lore Velstracs on Golarion

Velstracs are most often encountered in the shadowy realm of Nidal, where the state worship of Zon-Kuthon is rigidly enforced. Indeed, many velstracs are created from the souls of Joyful Things, devotees of Zon-Kuthon who have had their limbs amputated to focus their minds on the veneration of pain, sacrifice, and torment.

Shelyn's Corner

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