🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

VicharamuniCreature 10


UncommonLargeBeastHoly
Source Pathfinder Monster Core
Perception +22 (darkvision)
Languages Common, Empyrean
Skills Lore +21, Acrobatics +22, Athletics +21, Deception +18, Diplomacy +21, Stealth +20
Str +5, Dex +6, Con +5, Int +3, Wis +5, Cha +4

AC 31; Fort +20; Reflex +21; Will +22;
HP 175
Speed 25 feet (swim 25 feet)

Fangs One Action +22 (+17, +12) to hit (finesse, holy, reach 10, unarmed) 3d10+8 Piercing
Tail One Action +22 (+18, +14) to hit (agile, finesse, holy, reach 20, unarmed) 3d8+8 Bludgeoning

Coils of Knowledge (force, magical)

The naga's grip is more spiritual than physical. A creature hit by a vicharamuni's tail must succeed at a DC 29 will save or become Grabbed by the tail until they [/act escape], the naga releases them with an Interact action, or the naga dies.

A captive takes a –4 status penalty to Escape, but can choose to attempt an [/act escape skill=occultism] or [/act escape skill=religion] check to Escape instead of the usual options without taking this penalty

Greater Constrict One Action

(3d8+5) bludgeoning, DC 29 fortitude


The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC. A creature that fails this save falls Unconscious, and a creature that succeeds is then temporarily immune to falling unconscious from Greater Constrict for 1 minute.

Spiritual Venom

A vicharamuni can choose to negate any damage that its venom does to a creature. In addition, the naga can cast any of its divine spells on a creature that is affected by its venom, regardless of range or line of effect.

Vicharamuni Venom (divine, holy, mental, poison, spirit)

Saving Throw DC 29 will


Maximum Duration 6 rounds

Stage 1 3d6 spirit (1 round)

Stage 2 3d6 spirit and Drained 1 (1 round)


Divine Spontaneous Spells (DC 29, +21 to hit)

Cantrips (5th Level): Daze, Detect Magic, Frostbite, Light, Read Aura, Stabilize, Telekinetic Hand
1st Level (4 slots): Heal, Protection, Spirit Link
2nd Level (4 slots): Calm, Cleanse Affliction, Dispel Magic, Noise Blast, See the Unseen
3rd Level (4 slots): Crisis of Faith, Holy Light, Lightning Bolt, Mind Reading
4th Level (4 slots): Fly
5th Level (4 slots): Breath of Life, Divine Immolation


Awakener nagas are benevolent and wise teachers of people and places. They seek to guide and nurture the world around them, sensing mortals or locales with potential supernatural significance. Once located, these nagas provide instruction and divine trials to forge their wards toward strength and to impart a deeper understanding of right and wrong. Though considered stern and intimidating taskmasters by their students, those taught by a vicharamuni often go on to become great heroes.

Awakener nagas are similarly attentive in guiding their young. Upon reaching adulthood, a naga is provided a final trial before being encouraged to depart the nest and seek out their own natural wonders or promising mortals. Sometimes generations of nagas might guard the same place or family line, passing the honor of such care from parent to child. In such cases, the parent nagas aim to have at least one of their children elect to stay behind and become the guardian of their ancestral ward, giving the parents peace of mind that the site they protect will continue to be guarded by their descendants.


Nagas are serpentine beings with magical powers and keen intellects. Physically, they resemble massive snakes, though they often wear jewelry and other ornaments that clearly separate them from their animal kin. Nagas use their innate magic and poisonous fangs to keep all but the most stalwart foes at bay. They keep their own counsel, viewing their cosmic role to be sacrosanct and beyond the understanding of outside scholars. Their unwillingness to explain themselves or entertain the suggestion of alliances has led to a long history of conflict with their neighbors, who read them as aloof, arrogant, or duplicitous.

Nagas often have a powerful sense of duty to their perceived role within the universe, even if this role leads them to violent or tragic ends. Many see them as harsh and stern due to their devotion, terrifying in their majesty yet possessed of an aura of transcendence.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Beast

A 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.

Holy

Effects with the holy trait are tied to powerful magical forces of benevolence and virtue. They often have stronger effects on unholy creatures. Creatures with this trait are strongly devoted to holy causes and often have weakness to unholy. If a creature with weakness to holy uses a holy item or effect, it takes damage from its weakness.