Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ability
+1 status to all saves vs. magic
Ability
Assemble Choir
The precentor adds a creature that is affected by its Tormenting Touch and is within 100 feet to its choir of screams. A precentor can have any number of creatures in its choir, although a creature no longer affected by Tormenting Touch leaves the choir immediately. Creatures in a precentor's choir of screams are fascinated by each other and the precentor, and they can't use hostile actions toward each other or the precentor. When the precentor casts an innate divine spell, it can cause the effect to originate from any member of its choir instead of itself, using the precentor's saving throw DC and attack bonus.
Ability
Divine Innate Spells
DC 38; 9th wail of the banshee; 8th harm, plane shift (at will, self only, to the Material or Shadow Plane only); 5th sound burst (at will), synesthesia (at will); Cantrips (8th) daze, sigil; Constant (8th) detect magic, mind blank; (6th) fly, true seeing
Ability
Focus Gaze
(concentrate, divine, enchantment, mental, visual) The precentor stares at a creature it can see within 30 feet. The target must immediately attempt a Will save against the precentor's unnerving gaze. In addition, if the creature was already doomed, on a failed save, it sees the skin of its own body peel back, making it confused for as long as it remains doomed. After attempting this save, the creature is then temporarily immune until the start of the precentor's next turn.
Ability
Painsight
(divination, divine) A precentor 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
Tormenting Touch
(divine, emotion, enchantment, mental) The precentor touches a creature within 10 feet, causing it to constantly scream in agony. The target must attempt a DC 38 Will save. While the target is stupefied by this effect, its continual screams cause it to automatically fail Stealth checks. Critical Success The target is unaffected. Success The target is stupefied 1. Failure The target is stupefied 3. Critical Failure The target is stupefied 4. The target can attempt a new Will save at the start of each of its turns, reducing the stupefied condition by 1 on each successful save. If the target reduces its stupefied condition to 0 in this way, the target is no longer affected.
Ability
Unnerving Gaze
(aura, divine, enchantment, mental, visual) 30 feet. When a creature ends its turn in the aura, it must succeed at a DC 38 Will save or become doomed 1.
Offense
Melee
Circumstance: combat round (melee)
claw +31 [+27/+23] (agile, finesse, reach 10 feet), Damage 4d10+6 slashing plus 1d6 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
Common
Infernal
Shadowtongue
Perception
darkvision
detect magic
painsight
true seeing
Weakness
good 20
silver 20