Eremite
Level 20Attacks
Abilities
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.
An eremite's actions can't be disrupted due to damage or Strikes (such as Reactive Strike).
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.
Requirements The eremite has a creature Grabbed or Restrained
Effect The eremite excises flesh or bone from a creature they've grabbed or restrained. The target takes 6d10 persistent bleed damage.
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.
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 to Focus Gaze until the start of the eremite's next turn.
Requirements 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.
When an eremite uses Interplanar Teleport, they arrive at exactly their intended destination.