Vermlek Centaur (3-4)

Level 4
Creature· chaoticRareLargeLegacy
AC
20
HP
65
Speed
25 ft.
Perception
+10
Fort
+13
Ref
+10
Will
+7
Weaknesses cold-iron 5, holy 5, sonic 5
Languages chthonian, draconic, empyrean, pyric
Senses darkvision
Skills athletics +11, acrobatics +10, stealth +10, deception +9
Recall Knowledge DC 24 (religion)

Attacks

Melee Jaws +14 (unarmed, unholy), Damage 2d8+5 piercing
Melee Hoof +11 (agile, unarmed, unholy), Damage 1d10+5 bludgeoning
Melee Longsword +14 (unholy, versatile-p), Damage 1d8+5 slashing
Melee Light Hammer +14 (agile, thrown 20 ft., unholy), Damage 1d6+5 bludgeoning
Melee Light Hammer +14 (agile, thrown 20 ft., unholy), Damage 1d6+5 bludgeoning

Abilities

Telepathy 100 feetinteraction
Recoil from Wasted Opportunities

Vermleks cannot stand the sight of a good meal presented and then swiftly taken away. Whenever a Dying creature within sight of the vermlek has its dying condition removed, the vermlek takes 1d6 mental damage.

Abandon Body◆◆

Requirements The vermlek is Inhabiting a Centaur Body


Effect The vermlek crawls out of the body it is inhabiting, devouring much of the body's remaining flesh and regaining 15[healing] Hit Points in the process. The corpse it leaves behind is little more than a husk.

Inhabit Centaur Body◆◆◆

While most vermleks inhabit Medium humanoids, Urxehl has granted this demon the ability to inhabit centaurs instead.

The vermlek crawls into the body of an adjacent dead centaur, consuming the bulk of the victim's skeleton and internal organs as it does so and cramming itself into the cavity.

The vermlek can wield weapons and use the centaur's Speed, hoof attack, and Trample ability. It also gains a +3 circumstance bonus to AC. While Inhabiting a Centaur body, a vermlek can't burrow.

It ca

Trample◆◆◆

Medium or Smaller; Hoof; DC 21 reflex


Unsettling Movement

Whenever the vermlek Abandons a Body or Inhabits a Body, all creatures within 30-foot area who can see the vermlek must succeed at a DC 20 will save or become Frightened 1. On a critical failure, the creature is frightened 1 and Sickened 1.

Regardless of the result, creatures are immune to the same vermlek's unsettling movement for 24 hours.