EremiteCreature 20
Source Pathfinder Monster Core 2
Perception +34 (greater darkvision, truesight (precise) 5 feet, painsight)
Languages Common, Diabolic, Shadowtongue, Telepathy 100 Feet
Skills Lore +36, Athletics +33, Deception +38, Diplomacy +36, Intimidation +40, Medicine +36, Religion +34, Stealth +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
Speed 30 feet (fly 50 feet)
Immunities cold, fear effects, nonlethal attacks
Weaknesses Holy 20, Silver 20
Jaws
+39 (+34, +29) to hit (magical, unholy) 2d6 Bleed + 4d8+19 PiercingClaw
+39 (+35, +31) to hit (agile, magical, unholy) 3d6+19 Slashing + 2d6 BleedTelepathy 100 feet (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.
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.
Regeneration 25 (Deactivated by Holy 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 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 40 will save or become Paralyzed for 1 round.
Evisceration
(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 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, 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
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.
Improved Grab
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 [/act 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.
Divine Innate Spells (DC 42, +34 to hit)
Cantrips (10th Level): Stabilize
1st Level: Harm, Heal
4th Level: Translocate (At Will)
5th Level: Shadow Blast (2x)
6th Level: Blessed Boundary, Truesight (Constant)
7th Level: Interplanar Teleport (to the Netherworld or the Universe only), Planar Seal, Warp Mind
9th Level: Seize Soul
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.
FiendCreatures that hail from or have a strong connection to the unholy planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.
UnholyEffects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.
VelstracA family of fiends from the Shadow Plane that are associated with pain and agony. All velstracs possess some form of disturbing gaze.