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Interlocutor

Interlocutors are the most talented surgeon-sculptors of the velstracs, carving away flesh and replacing it with new body parts of muscle, sinew, and metal. Few interlocutors resemble one another, but all are towering, multi-limbed amalgamations of the strongest limbs, densest bone, and sharpest metal they can find. They continually search for new material to graft to their forms, and their slain foes are rarely found intact, as little is more valuable to interlocutors than a powerful opponent’s legs, eyes, or even brain.

Interlocutors average 9 feet tall and weigh approximately 800 pounds.

Recall Knowledge - Fiend (Religion): DC 32

InterlocutorCreature 12

UncommonLELargeFiendVelstrac
Source Pathfinder #147: Tomorrow Must Burn pg. 84
Perception +24; darkvision, painsight
Languages Common, Infernal, Shadowtongue
Skills Athletics +25, Crafting +22 (+24 for sculpting flesh), Intimidation +25, Medicine +26, Religion +22, Stealth +19, Torture Lore +20
Str +7, Dex +3, Con +5, Int +2, Wis +6, Cha +5
Painsight (divination, divine) An interlocutor 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 33, Fort +23, Ref +21, Will +26; +1 status to all saves vs. magic
HP 215, regeneration 20 (deactivated by good or silver); Immunities cold; Weaknesses good 15, silver 15
Unnerving Gaze (aura, divine, enchantment, mental, visual) 30 feet. When a creature ends its turn in the aura, it sees pieces of its own body amid the interlocutor's form. The creature must succeed at a DC 29 Will save or become stunned 1.
Attack of Opportunity ReactionReaction
Speed 40 feet
Melee Single ActionSingle Action claw +25 (deadly 2d10, reach 10 feet), Damage 3d10+13 slashing plus 2d6 persistent bleedDivine Innate Spells DC 33; 7th plane shift (self only, to the Material or Shadow Plane only); 5th breath of life; 4th heal (x2), restoration (x2); Cantrips (6th) stabilize
Focus Gaze Single ActionSingle Action (concentrate, divine, enchantment, mental, visual) The interlocutor stares at a creature it can see within 30 feet. The target must immediately attempt a Will save against the interlocutor’s unnerving gaze. In addition, if the creature was already stunned, on a failed save, it feels its muscles and organs twitch and writhe, causing it to be clumsy 2 for 1 minute. After attempting this save, the creature is then temporarily immune until the start of the interlocutor’s next turn. Surgical Rend Single ActionSingle Action This functions as the Rend ability, dealing claw damage. In addition, if the target is a living creature with organs and muscle, the interlocutor opens a precise wound. Until the creature is restored to its maximum Hit Points, closing the wound, Strikes against the creature deal 1d6 extra precision damage.

All Monsters in "Velstrac"

NameLevel
Augur1
Evangelist6
Interlocutor12
Precentor16

Velstrac

Source Pathfinder #147: Tomorrow Must Burn pg. 82
Velstracs are horrific, shadow-dwelling fiends who seek ultimate sensation through self-mutilation. They transcend their stoic detachment only when inflicting pain and terror upon their victims, practicing new forms of debasement and torture before then turning their knives on themselves. Although velstracs consider themselves beyond such limitations as morality or mortal taboos, their victims know them as emotionless tormentors who inflict debased, sadistic suffering. They 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 masochistic or sadistic mortals that are diverted into the Shadow Plane and then forged into forms that suit their vile predilections, ranging from the low-ranking augurs to the aesthetics-obsessed interlocutors.

Some mortals refer to velstracs as “kytons,” a misattribution that the velstracs tolerate with cold amusement. The term “kyton” denotes a master or virtuoso among their kind, and these fiends enjoy being labeled masters of their horrid paths to perfection through agony.

Sidebar - Additional Lore Despicable Origins

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

Sidebar - Related Creatures Other Velstracs

Scholars grimly joke that there are as many different kinds of velstracs as there are ways to skin a cat. The relatively diminutive cantor velstrac poisons the minds of its victims so that they believe they are being clawed from the inside out. The mighty eremites, on the other hand, seek out the most powerful beings to subsume into their own form and lord over all other velstracs save the demagogues.

Sidebar - Related Creatures The Shadow Forge

Many velstracs forge their own chains, but others outsource the task to unique velstracs known as almoners. These blind, deaf, and mute velstracs resemble six-armed halflings severed at the waist that toil away 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 empty-handed as they are to hand one a finely crafted chain before the request has even been uttered.

Sidebar - Additional Lore Velstrac Divinities

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