Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Divine Innate Spells
DC 17; 4th read omens (once per week); 2nd augury (×2); 1st harm (×3); Cantrips (1st) mage hand
Ability
Feel the Blades
(aura, divine, enchantment, fear, mental, visual) 30 feet. When a creature ends its turn in the aura, it feels the sharp barbs of the augur's blades on its skin. The creature must succeed at a DC 17 Will save or become frightened 1 (frightened 2 on a critical failure).
Ability
Focus Gaze
(concentrate, divine, enchantment, fear, mental, visual) The augur stares at a creature they can see within 30 feet. The target must immediately attempt a Will save against Feel the Blades. After attempting this save, the creature is then temporarily immune until the start of the augur's next turn.
Ability
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.
Ability
Whirling Slice
The augur Flies or Strides, whirling as they move. The augur deals the damage of their blade Strike to each creature whose space they enter (DC 16 basic Reflex save). Each creature is affected only once, even if the augur moves through its space multiple times.
Offense
Melee
Circumstance: combat round (melee)
blade +8 [+4/+0] (agile, evil, finesse, magical, versatile P), Damage 1d4-1 slashing plus 1d4 persistent bleed
Trait
Fiend
Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.
Trait
Velstrac
A family of fiends from the Shadow Plane that are associated with pain and agony. All velstracs possess some form of disturbing gaze.
Immunity
cold
Language
(can't speak any language)
Common
Infernal
Shadowtongue
Perception
greater darkvision
painsight
Weakness
good 5
silver 5