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Velicarn (Death Coach)Creature 15


Unique​Huge​Incorporeal​Spirit​Undead​Unholy​
Source Pathfinder Adventure Path: Bastion of Blasphemies
Perception +27 (darkvision, lifesense (precise) 60 feet)
Languages Common, Necril
Skills Lore +27, Acrobatics +29, Intimidation +28, Occultism +25, Society +25
Str -5, Dex +8, Con +4, Int +4, Wis +6, Cha +5

AC 35; Fort +23; Reflex +29; Will +25;
HP 240 (void healing)
Speed 60 feet (fly 60 feet)
Immunities bleed, death effects, disease, paralyzed, poison, unconscious
Resistances All Damage 10

Lifesense

Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the vitality energy animating living creatures and the void energy animating undead creatures, much as sight distinguishes colors.

Aura of Doom (aura, divine, emotion, fear, mental)

30 feet. A living creature that enters the area must succeed at a DC 33 will save or gain the Doomed 1 condition. A critical failure increases this condition to Doomed 2. Regardless of the result of the saving throw, the creature is temporarily immune to Velicarn's aura of doom for 1 minute.

Bastard's Shame

Velicarn harbors deep feelings of shame and anger about his heritage, and a PC can capitalize on this to insult him or to distract him as follows.

Insult Velicarn The PC attempts a DC 30 Intimidation check to [/act demoralize dc=30 options=inflicts:slowed] Velicarn. On a critical success, he's also Slowed 1 by his anger for 1 round. If he's also already Off-Guard as a result of being distracted, he takes 6d6 mental damage (DC 30 will save) on a success (12d6 mental damage on a critical success).

Distract Velicarn The PC attempts a DC 28 Deception check to [/act feint dc=28 options=inflicts:slowed] Velicarn. On a critical success, he's also slowed 1 by his anger for 1 round. If he's also already slowed as a result of being insulted, he takes 6d6 mental damage (DC 30 will save) on a success (12d6 mental damage on a critical success).

Board Soul Reaction (death, divine)

Trigger Velicarn reduces a creature to 0 HP with void damage


Effect Fragments of the creature's soul, manifesting as a vaguely spectral image of the creature, are pulled into the carriage and thereafter seen within, hammering silently on the windows while screaming to be rescued. A creature that dies while a fragment of its soul is trapped within the carriage can't become undead or be brought back to life until Velicarn is destroyed. A creature that's rescued before death is Stupefied 2 as long as part of its soul remains aboard the Black Coach.

Coin's Return

A PC can toss Velicarn's Cursed Coin, or the Fortune's Coin it becomes after it's uncursed, at the death coach as an Interact action whenever Velicarn is within 30 feet. Doing so causes the coin to vanish in a sudden flash. The coin is destroyed, and Velicarn must attempt a DC 35 will save (DC 37 will if the coin is no longer cursed) with the following results.


Critical Success Velicarn is Off-Guard until the start of his turn.

Success Velicarn takes 5d6 spirit damage and is off-guard until the start of his turn.

Failure Velicarn takes 10d6 spirit damage, is off-guard until the end of the PC's next turn, and is Stunned 1.

Critical Failure Velicarn takes 20d6 spirit damage, is off-guard for 1 minute, and is Stunned 3.

Discorporation

If Velicarn is reduced to 0 Hit Points, the Black Coach and the two fiendish horses that drive it vanish immediately, and Velicarn transforms into a dullahan armed with a +2 greater striking astral battle axe. He falls Prone in a space of his choice previously occupied by the death coach and is Slowed 1 for 1 round. As soon as he ends a round without the slowed condition, he transforms back into a death coach and regains 100 healing Hit Points. Only by destroying him in his dullahan form before this (typically 2 rounds, unless his slowed condition is extended) can he be truly put to rest.

Void Healing

A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.

Trample Three Actions

Large or smaller, incorporeal wheel, DC 36 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).


Divine Innate Spells (DC 36, +18 to hit)

Cantrips (8th Level): Void Warp
1st Level: Fear
6th Level: Spirit Blast
7th Level: Execute



Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

Incorporeal

An incorporeal creature or object has no physical form. It can pass through solid objects, including walls. When inside an object, an incorporeal creature can't perceive, attack, or interact with anything outside the object, and if it starts its turn in an object, it is slowed 1 until the end of its turn. A corporeal and an incorporeal creature can pass through one another, but they can't end their movement in each other's space. An incorporeal creature can't attempt Strength-based checks against physical creatures or objects—only against incorporeal ones—unless those objects have the ghost touch property rune. Likewise, a corporeal creature can't attempt Strength-based checks against incorporeal creatures or objects. Incorporeal creatures usually have immunity to effects or conditions that require a physical body, like disease, poison, and precision damage. They usually have resistance against all damage (except force damage, spirit damage, and damage from Strikes with the ghost touch property rune), with double the resistance against non-magical damage.

Spirit

Effects with this trait can affect creatures with spiritual essence and might deal spirit damage. A creature with this trait is defined by its spiritual essence. Spirit creatures often lack a material form.

Undead

Once living, these creatures were infused after death with void energy and soul-corrupting unholy magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by vitality energy and are healed by void energy, and don't benefit from healing vitality effects.

Unholy

Effects 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.