Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ability
+1 status to all saves vs. magic
Ability
Divine Innate Spells
DC 42; 9th bind soul, blade barrier, harm (×2), heal (×2), shadow blast, shadow walk (at will); 7th dimension door (at will), dimensional lock, plane shift (to Material Plane or Shadow Plane only), shadow siphon (at will), warp mind; Cantrips (9th) stabilize; Constant (9th) true seeing
Ability
Exquisite Pain
An eremite's knowledge of pressure points and pain centers is unsurpassed. A creature hit by an eremite's melee Strikes must succeed at a DC 40 Fortitude save or be stunned 2 (stunned 4 on a critical failure). A creature that critically succeeds is temporarily immune for 24 hours.
Ability
Focus Gaze
(concentrate, divine, enchantment, fear, mental, visual) 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.
Ability
Graft Flesh
Circumstance: The eremite holds a piece of flesh they collected via Evisceratio
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.
Ability
Ignore Pain
An eremite's actions can't be disrupted due to damage or Strikes (such as Attack of Opportunity).
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
Paralytic Perfection
(aura, divine, enchantment, fear, incapacitation, mental, visual) 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 DC 40 Will save or become paralyzed for 1 round.
Ability
Rituals
DC 42; 8th imprisonment
Ability
Shadow Traveler
(divine, divination) When an eremite uses plane shift or shadow walk, they arrive at exactly their intended destination.
Offense
Evisceration
Circumstance: The eremite has a creature grabbed;
The eremite excises flesh or bone from a creature it has grabbed. The target takes 6d10 persistent bleed damage.
Offense
Melee
Circumstance: combat round (melee)
jaws +39 [+34/+29] (evil, magical), Damage 4d8+19 piercing plus 2d6 persistent bleed and exquisite pain
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
fear
nonlethal
Language
Common
Infernal
Shadowtongue
telepathy 100 feet
Perception
greater darkvision
painsight
true seeing
Weakness
good 20
silver 20