Vicharamuni
Creature 10- Perception
- +22; darkvision
- Languages
- Common, Empyrean
- Skills
- Acrobatics +22, Athletics +21, Deception +18, Diplomacy +21, Heaven Lore +21, Stealth +20
- Str +5, Dex +6, Con +5, Int +3, Wis +5, Cha +4
- AC
- 31; Fort +20, Ref +21, Will +22
- HP
- 175
- Speed
- 25 feet, swim 25 feet
Melee ◆ fangs +22 (finesse, holy, reach 10 feet, unarmed), Damage 3d10+8 piercing plus Vicharamuni Venom
Melee ◆ tail +22 (agile, finesse, holy, reach 20 feet, unarmed), Damage 3d8+8 bludgeoning plus Coils of Knowledge
Ranged ◆ spit +22 (agile, holy, poison), Damage Vicharamuni Venom
Divine Spontaneous Spells DC 29, attack +21; 5th breath of life, divine immolation, dispel magic; 4th fly, lightning bolt, cleanse affliction; 3rd crisis of faith, holy light, mind reading; 2nd calm, noise blast, see the unseen; 1st heal, protection, spirit link; Cantrips (1st) daze, detect magic, frostbite, light, read aura, stabilize, telekinetic hand
Coils of Knowledge (force, magical) The naga's grip is more spiritual than physical. A creature hit by a vicharamuni's tail must succeed at a DC 29 Will save or become Grabbed by the tail until they Escape, the naga releases them with an Interact action, or the naga dies.
A captive takes a –4 status penalty to Escape, but can choose to attempt an Escape or Escape check to Escape instead of the usual options without taking this penalty
Greater Constrict ◆ 3d8+5 bludgeoning, DC 29 basic Fortitude
Spiritual Venom A vicharamuni can choose to negate any damage that its venom does to a creature. In addition, the naga can cast any of its divine spells on a creature that is affected by its venom, regardless of range or line of effect.
Vicharamuni Venom (divine, holy, mental, poison, spirit) Saving Throw DC 29 Will
Maximum Duration 6 rounds
Stage 1 3d6 spirit (1 round)
Stage 2 3d6 spirit and Drained 1 (1 round)
Source: Pathfinder Monster Core