VesinraCreature 11
Source Pathfinder #219: Lord of the Trinity Star
Perception +22 (darkvision)
Languages Aklo, Common, Draconic, Thassilonian
Skills Athletics +21, Deception +23, Diplomacy +21, Intimidation +23, Occultism +21, Stealth +22
Str +6, Dex +5, Con +4, Int +4, Wis +5, Cha +6
AC 31; Fort +18; Reflex +23; Will +22; +1 status to all saves vs. magic
HP 195
Speed 30 feet (climb 30 feet, swim 30 feet)
Immunities controlled
Resistances Mental 10
Falchion
+24 (+19, +14) to hit (forceful, magical, sweep) 2d10+12 Slashing+1 Status to All Saves vs. MagicChange Shape
(concentrate, occult, polymorph)The lamia matriarch can take on the appearance of a Medium humanoid. This doesn't change their Speed or their attack and damage modifiers with their Strikes, but it does prevent them from using their cursed touch. Each lamia matriarch has a fixed humanoid form that resembles their upper torso when in their true form. This is the only humanoid form they can adopt using this ability.
The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.
Falchion Swipe
Vesinra makes a falchion attack against each enemy within reach. Each attack counts toward her multiple attack penalty, but the penalty does not increase until after all the attacks. The first enemy she damages is subject to Vesinra's Caress.
Vesinra's Caress
(curse, mental, occult)Vesinra touches a creature, who must succeed at a DC 30 will save or become Enfeebled 2. If the target fails additional saves against this ability, the condition value increases by 2 (to a maximum of enfeebled 4). This condition value decreases by 1 every 24 hours.
Occult Spontaneous Spells (DC 30, +22 to hit)
Cantrips (6th Level): Daze, Read Aura, Shield, Telekinetic Projectile, Void Warp
1st Level (4 slots): Enfeeble, Force Barrage, Grim Tendrils, Ill Omen, Sure Strike
2nd Level (4 slots): Blood Vendetta, Blur, Dispel Magic, Invisibility, Resist Energy, Telekinetic Maneuver
3rd Level (4 slots): Hypnotize, Paralyze, Slow, Vampiric Feast
4th Level (4 slots): Confusion, Fly, Translocate, Vision of Death
5th Level (4 slots): Synaptic Pulse
1st Level: Charm, Illusory Disguise (At Will), Illusory Object (At Will), Sleep, Ventriloquism (At Will)
2nd Level: Blur
4th Level: Suggestion
The brilliant and powerful lamia matriarchs possess boundless ambition, always seeking to bring more people and territory into the clutches of their kind. Consequently, they become rulers of other lamia. For all their cruelty toward other creatures, they're fierce protectors of other lamia, and consequently, they quickly come to rule cults or warbands. Regardless of the lamia's gender, these ascended lamias are always known as matriarchs. A lamia matriarch is set apart from their kindred by the occult power they pursue, and some have even had grand designs to break the animalistic curse that transformed them. However, every attempt so far has led to the matriarch's fall.
Lamias are bloodthirsty victims of an ancient curse for which they blame the gods. Most lamias are humanoid from the waist up but have the lower bodies of serpents. Sinister magic comes naturally to a lamia, and they prefer the use of illusions to deceive prey for later consumption, or simply to torture.
Traits
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.
BeastA creature similar to an animal but with an Intelligence modifier of –3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
MythicOptions with this trait grant or utilize mythic power. Feats with the mythic trait can only be taken by mythic characters, who are typically characters with a mythic Calling.
Monsters with the mythic trait have access to a pool of Mythic Points and are particularly strong for creatures of their level. Many mythic monsters are either resistant or entirely immune to attacks from non-mythic creatures and weapons.
Spells with the mythic trait require the expenditure of a Mythic Point in order to be cast, and items with the mythic trait require the expenditure of a Mythic Point in order to use their activated abilities.
Weapons with the mythic trait overcome the resistances and immunities of mythic monsters.