Sacristan
Creature 10- Perception
- +19 painsight; greater darkvision
- Languages
- Common, Diabolic, Shadowtongue
- Skills
- Acrobatics +19, Athletics +22, Intimidation +18, Stealth +21, Torture Lore +16
- Str +6, Dex +5, Con +6, Int +0, Wis +3, Cha +2
Painsight (divine) 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.
- AC
- 30; Fort +22, Ref +19, Will +17; +1 status to all saves vs. magic
- HP
- 175; Immunities cold; Weaknesses silver 10, holy 10
Regeneration 10 (Deactivated by Holy or Silver)
Reactive Strike ⟲
Staggering Servitude (aura, divine, fear, mental, visual) 30 feet. When a creature ends its turn in the aura, it sees a vision of the sacristan groveling in pitiable servitude. The creature must succeed at a DC 27 Will save or become Stunned 1.
- Speed
- 25 feet
Melee ◆ barbed chain +22 (magical, reach 10 feet, trip, unholy, versatile s), Damage 1d6 spirit plus 2d6 persistent bleed plus 2d8+9 piercing
Divine Innate Spells DC 29, attack +21; 5th chilling darkness; 3rd fear
Focus Gaze ◆ (concentrate, divine, fear, visual) The sacristan eerily stares at a creature they can see within 30 feet. The creature must immediately attempt a Will save against staggering servitude. In addition, if the creature was already stunned, on a failed save, its revulsion toward the sacristan's presence causes it to be Stupefied 2 for 1 minute. After attempting this save, the creature is then temporarily immune to Focus Gaze until the start of the sacristan's next turn.
Shadow Scream ◆◆◆ (aura, concentrate, darkness, divine, mental, sonic) Frequency once per hour
Effect The sacristan opens their mouth to unloose the wailing howls and mind-twisting darkness of the plane of shadow. This creates a 30-foot emanation of darkness and wailing sounds around the sacristan. Creatures with darkvision can't see through this darkness. The sacristan can Sustain Shadow Scream for up to 1 minute. Non-velstrac creatures in the area when the ability is used, as well as those who enter or start their turn in the area, must attempt a DC 28 Will save.
Critical Success The creature is unaffected and is then temporarily immune for 24 hours.
Success The creature is Deafened for 1 round.
Failure The creature is Confused and deafened for 1 round.
Critical Failure The creature takes 20 mental damage, and is confused and deafened for 1 round.
Source: Pathfinder Monster Core 2