Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×
Create a free account

Pathfinder Second Edition

Compendium

Type to search for a spell, item, class — anything!

Advertisement Create a free account

Eremite

Ready to play? Build unlimited Pathfinder 2e characters Create Now

Eremites roam the planes to seek out ideal portions of other creatures, such as a hero’s sword-arm or an angel’s pinions. Eremites capture these specimens to clinically test their true limits, then harvest specimens and add them to their own bodies. An Eremite might attach tongues to their hand as extra fingers or a fist to the back of their neck in a horrid “improvement.” Eremites average 7 feet tall and weigh approximately 200 pounds.

Attributes

Eremite

Creature 20

LEMediumFiend, Velstrac
  • Perception34; greater darkvision, painsight, true seeing
  • LanguagesCommon, Infernal, Shadowtongue, telepathy 100 feet
  • Skills athletics 35 deception 38 diplomacy 36 intimidation 40 medicine 36 religion 34 stealth 36
  • LoreTorture Lore 36
  • Str9Dex6Con7Int 6Wis6Cha10
  • AC 45 Fort37Ref32Will34 (+1 status to all saves vs. magic)
  • HP 375 Immunitiescold, fear, nonlethal Weaknessesgood 20, silver 20
  • Ignore Pain An eremite’s actions can’t be disrupted due to damage or Strikes (such as Attack of Opportunity).
  • Painsight 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.
  • Paralytic Perfection An eremite’s actions can’t be disrupted due to damage or Strikes (such as Attack of Opportunity) 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. A monster’s aura automatically affects everything within a specified emanation around that monster. The monster doesn’t need to spend actions on the aura; rather, the aura’s effects are applied at specific times, such as when a creature ends its turn in the aura or when creatures enter the aura. If an aura does nothing but deal damage, its entry lists only the radius, damage, and saving throw. Such auras deal this damage to a creature when the creature enters the aura and when a creature starts its turn in the aura. A creature can take damage from the aura only once per round. The GM might determine that a monster’s aura doesn’t affect its own allies. For example, a creature might be immune to a monster’ frightful presence if they have been around each other for a long time.
  • Shadow Traveller When an eremite uses plane shift or shadow walk , they arrive at exactly their intended destination.
  • Speed30 feet, fly 50 feet
  • Melee claws 39 (agile, evil, magical) Damage3d6+19 slashing plus exquisite pain, and Improved Grabjaws 39 (evil, magical) Damage4d8+19 piercing plus exquisite pain
  • Cantrips stabilize
  • Evisceration (attack) Requirements: The eremite has a creature grabbed; Effect: The eremite excises flesh or bone from a creature it has grabbed. The target takes 6d10 (6d10) persistent bleed damage.
  • 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.
  • 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.
  • Graft Flesh Requirement: The eremite holds a piece of flesh they collected via Evisceration; Effect: 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.
  • Divine Innate Spells DC 42; 9th bind soul, blade barrier, harm (x2), heal (x2), 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
  • Rituals DC 42; imprisonment