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Pathfinder Second Edition

Compendium

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Evangelist

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Evangelists, the velstracs’ unofficial ambassadors, roam the farthest reaches of the planes to spread the word of their kind’s abhorrent belief in Perfection through pain. They are therefore the most frequently encountered velstracs on the Material Plane, leading covens of hedonistic mortal flesh-sculptors or serving as wardens of horrific dungeons. In regions ruled by infernal powers, evangelists may serve as lieutenants or advisors, whispering Secret paths to power in exchange for mortal’s souls or choice mortal flesh. Evangelists are the same size as humans, although with the heavy chains that always drape their forms, they often weigh 350 pounds or more.

Attributes

Evangelist

Creature 6

LEMediumFiend, Velstrac
  • Perception13; greater darkvision, painsight
  • LanguagesCommon, Infernal, Shadowtongue
  • Skills acrobatics 13 athletics 15 crafting 10 intimidation 15 religion 11
  • LoreTorture Lore 12
  • Str4Dex3Con2Int 0Wis1Cha1
  • AC 24 Fort15Ref14Will11 (+1 status to all saves vs. magic)
  • HP 90 Immunitiescold Weaknessesgood 5, silver 5
  • 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.
  • Unnerving Gaze 30 feet. When a creature ends its turn in the aura, it sees the face of a departed loved one in place of the evangelist’s face. The creature must succeed at a DC 21 Will save or become frightened 2 (frightened 3 on a critical failure). 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.
  • Attack of Opportunity TriggerA creature within the monster’s reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using. Effect: The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn’t count toward the monster’s multiple attack penalty, and its multiple attack penalty doesn’t apply to this Strike.
  • Speed25 feet,
  • Melee chain 17 (disarm, evil, magical, reach 10 feet, trip) Damage2d8+7 piercing plus impaling chain
  • Animate Chains (divine, transmutation) Chains in the evangelist’s vicinity sprout barbs and writhe menacingly. The evangelist can make chain Strikes against any creature that is adjacent to an unattended chain within 20 feet, in addition to those within the reach of the evangelist’s chain Strike.
  • Focus Gaze (concentrate, divine, enchantment, fear, mental, visual) The evangelist stares at a creature they can see within 30 feet. The target must immediately attempt a Will save against unnerving gaze. In addition, if the creature was already frightened, on a failed save, the evangelist is concealed from the creature for as long as the creature remains frightened. After attempting this save, the creature is then temporarily immune until the start of the evangelist’s next turn.
  • Impaling Chain When the evangelist critically hits with a chain Strike, the target is impaled and anchored in place, becoming grabbed by the chain. The creature is unable to recover from persistent bleed damage until it gets free (DC 25 Escape)