Monster Dossier

Eremite

Eremite is a fantasy monster entry from source B2.

Level 20

Traits

lemediumfiendvelstrac

Rules & statistics

Monster Profile

Perception

34

Senses

  • Name
    greater darkvision
  • Name
    painsight
  • Name
    true seeing

Languages

Languages
  • common
  • infernal
  • shadowtongue
Abilities
  • telepathy 100 feet

Skills

Athletics
35
Deception
38
Diplomacy
36
Intimidation
40
Medicine
36
Religion
34
Stealth
36
Torture lore
36

Ability Mods

Str
9
Dex
6
Con
7
Int
6
Wis
6
Cha
10

Defenses

Ac
45
Saving Throws
Fort
37
Ref
32
Will
34
Hp
  • Hp
    375
    Abilities
    • regeneration 25 (deactivated by good or silver)
Weaknesses
  • Amount
    20
    Name
    good
  • Amount
    20
    Name
    silver

Speed

Walk
30
Fly
50

Attacks

  • Range
    Melee
    Name
    jaws
    Attack
    39
    Traits
    • evil
    • magical
    Effects
    • exquisite pain
    Damage
    4d8+19 piercing plus 2d6 persistent damage||persistent bleed and exquisite pain
    Types
    • persistent
    • piercing
  • Range
    Melee
    Name
    claw
    Attack
    39
    Traits
    • agile
    • evil
    • magical
    Effects
    • exquisite pain
    • Improved Grab
    Damage
    3d6+19 slashing plus 2d6 persistent damage||persistent bleed, exquisite pain, and Improved Grab
    Types
    • persistent
    • slashing

Spellcasting

  • Type
    Innate
    Tradition
    divine
    DC
    42
    Entry
    7
    Spells
    • Name
      dimension door
      Amount
      at will
    • Name
      dimensional lock
    • Name
      plane shift
      Notes
      • to Material Plane or Shadow Plane only
    • Name
      shadow siphon
      Amount
      at will
    • Name
      warp mind
    9
    Spells
    • Name
      bind soul
    • Name
      blade barrier
    • Name
      harm
      Amount
      2
    • Name
      heal
      Amount
      2
    • Name
      shadow blast
    • Name
      shadow walk
      Amount
      at will
    Constant
    9
    Spells
    • Name
      true seeing

Abilities

Top
  • Traits
    • divination
    • divine
    Entries
    • 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.
    Name
    Painsight
Mid
  • Entries
    • An eremite's actions can't be disrupted due to damage or Strike||Strikes (such as Attack of Opportunity).
    Name
    Ignore Pain
  • Traits
    • aura
    • divine
    • enchantment
    • fear
    • incapacitation
    • mental
    • visual
    Entries
    • 30 feet. When a creature ends its turn in the aura, it feels compelled to offer pieces of its own flesh to the eremite. The creature must succeed at a 40 Will save or become paralyzed for 1 round.
    Name
    Paralytic Perfection
Bot
  • Activity
    Number
    1
    Unit
    action
    Traits
    • attack
    Requirements
    The eremite has a creature grabbed
    Entries
    • The eremite excises flesh or bone from a creature it has grabbed. The target takes 6d10 persistent damage||persistent bleed damage.
    Name
    Evisceration
  • Entries
    • An eremite's knowledge of pressure points and pain centers is unsurpassed. A creature hit by an eremite's melee Strike||Strikes must succeed at a 40 Fortitude save or be stunned 2 (stunned 4 on a critical failure). A creature that critically succeeds is temporarily immune for 24 hours.
    Name
    Exquisite Pain
  • Activity
    Number
    1
    Unit
    action
    Traits
    • concentrate
    • divine
    • enchantment
    • fear
    • mental
    • visual
    Entries
    • The eremite stares at a creature they can see within 30 feet. The creature must immediately attempt a Will save against paralytic perfection.
    • In addition, if the creature was already paralyzed, on a failed save, its unnatural longing causes it to become doomed 1.
    • After attempting this save, the creature is then temporarily immune until the start of the eremite's next turn.
    Name
    Focus Gaze
  • Activity
    Number
    1
    Unit
    action
    Requirements
    The eremite holds a piece of flesh they collected via Evisceration
    Entries
    • The eremite attaches the stolen flesh to themself. They either regain 100 Hit Points; reduce the value of their clumsy, drained, enfeebled, or stupefied condition by 3; or reduce the stage of any affliction affecting them by 3.
    Name
    Graft Flesh
  • Traits
    • divine
    • divination
    Entries
    • When an eremite uses plane shift or shadow walk, they arrive at exactly their intended destination.
    Name
    Shadow Traveler

Background

Lore

No lore provided.