VinculattiCreature 11
Source Pathfinder Adventure Path: Hell's Destiny
Perception +24 (darkvision, fearsense (precise) 60 feet)
Languages Common, Diabolic, Empyrean, Telepathy 100 Feet
Skills Acrobatics +19, Athletics +26, Intimidation +23, Religion +19, Stealth +16, Survival +19
Str +7, Dex +3, Con +5, Int +3, Wis +3, Cha +3
AC 30; Fort +24; Reflex +21; Will +20; +1 status to all saves vs. magic
HP 240
Speed 30 feet (climb 30 feet)
Immunities fire
Weaknesses Holy 10
Resistances Physical 10, Poison 10
Mandibles
+22 (+17, +12) to hit (magical, reach 10, unholy) 2d12+13 PiercingManacles
+22 (+18, +14) to hit (agile, magical, reach 10, unholy) 2d10+13 BludgeoningTelepathy 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.
Fearsense 60 feet (divine, mental)The vinculatti is aware of all frightened creatures within the listed range.
+1 Status to All Saves vs. MagicJingling Approach (auditory, emotion, fear, mental)When a creature rolls Perception for its initiative in combat against the vinculatti or succeeds at a Perception check against the vinculatti's Stealth DC, it must attempt a DC 27 will save. On a failure, it's Frightened 1 (Frightened 2 on a critical failure).
No Liberation
Trigger A creature Grabbed or Restrained by the vinculatti attempts to Escape
Effect The triggering creature takes a –2 circumstance penalty to the check to Escape.
Constrict
(1d12+13) bludgeoning, DC 30 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.
Master of ManaclesThe vinculatti's manacles can grapple or restrain any number of creatures within the devil's reach. They can apply the nonlethal trait to Constrict when damaging foes Grabbed or Restrained by their manacles.
Prisoner Transfer
Requirements A Large or smaller creature is Grabbed or Restrained by the vinculatti's mandibles
Effect The vinculatti moves the creature to their manacles, freeing their mandibles to make attacks, and then Constricts the creature it moved.
To the Cells
The vinculatti Strides or Climbs up to half their Speed, moving any creatures it has Grabbed or Restrained the same distance in that direction.
Whispers of Despair
(auditory, emotion, fear, mental)Requirements A creature is Grabbed or Restrained by the vinculatti
Effect The vinculatti taunts the creature about its captivity. The creature must attempt a DC 30 will save. On a failure, it becomes Frightened 2 (Frightened 3 on a critical failure). Regardless of the save's result, the target is temporarily immune to Whispers of Despair for 1 hour.
Grab
Requirements The monster's last action was a successful Strike that lists 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. This attempt neither applies nor counts toward the creature's multiple attack penalty.
The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.
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.
Warden devils exist to capture and imprison mortals, whether as jailers in Hell or hunters summoned by diabolists. Vinculattis exercise little discretion and show less interest in a prisoner's sentence or condition. Warden devils take cruel satisfaction in heaping psychological distress on their charges, enumerating the pleasures a prisoner is now denied.
Traits
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.
DevilA family of fiends from Hell, most devils are irredeemably unholy. They typically have greater darkvision, immunity to fire, telepathy, and weakness to holy.
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.