Sacristan

CREATURE 10

le medium fiend velstrac 

Perception +19; greater darkvision, painsight

Languages Common, Infernal, Shadowtongue

Skills Acrobatics +19, Athletics +22, Intimidation +18, Stealth +21, Torture Lore +16

Str +6 Dex +5 Con +6 Int +0 Wis +3 Cha +2

Painsight (divination, 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.

AC  30; Fort +22, Ref +19, Will +17

HP 175, regeneration 10 (deactivated by good or silver); Immunities cold

Staggering Servitude (aura, divine, enchantment, fear, mental, visual) 30 feet. When a creature ends its turn in the aura, it sees a vision of the sacristan groveling in pitiable servitude. The creature must succeed at a DC 27 Will save or become stunned 1.

Attack of Opportunity [R]

Speed 25 feet

Melee [>] barbed chain +22 (evil, magical, reach 10 feet, trip, versatile s), Damage 2d8+9 piercing plus 1d6 evil and 2d6 persistent bleed

Divine Innate Spells DC 29; 5th chilling darkness; 3rd fear

Focus Gaze [>] (concentrate, divine, enchantment, fear, mental, visual) The sacristan stares at a creature they can see within 30 feet. The creature must immediately attempt a Will save against staggering servitude. In addition, if the creature was already stunned, on a failed save its revulsion toward the sacristan's presence causes it to be stupefied 2 for 1 minute. After attempting this save, the creature is then temporarily immune until the start of the sacristan's next turn.

Shadow Scream [>>>] (aura, concentrate, darkness, divine, evocation, mental, sonic) Frequency once per hour; Effect The sacristan opens their mouth to unloose the wailing howls and mind-twisting darkness of the Shadow Plane. This creates a 30-foot emanation of darkness and wailing sounds around the sacristan. Creatures with darkvision can't see through this darkness. The sacristan can Sustain Shadow Scream for up to 1 minute. Non-velstrac creatures in the area when the ability is used, as well as those who enter or start their turn in the area, must attempt a DC 28 Will save. Critical Success The creature is unaffected and is then temporarily immune for 24 hours.Success The creature is deafened for 1 round.Failure The creature is confused and deafened for 1 round.Critical Failure The creature takes 20 mental damage, and is confused and deafened for 1 round.

Bestiary 2, page 283.

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