Eremite
Eremites roam the planes to seek out ideal portions of other creatures, such as a hero's sword arm or an angel's pinions.
- AC
- 45
- HP
- 375
- Perc
- +34
- Fort
- +37
- Ref
- +32
- Will
- +34
- STR
- +9
- DEX
- +6
- CON
- +7
- INT
- +6
- WIS
- +6
- CHA
- +10
- jaws +39 4d8+19 piercing
- claw +39 3d6+19 slashing
- AC
- 45
- HP
- 375
- STR
- +9
- DEX
- +6
- CON
- +7
- INT
- +6
- WIS
- +6
- CHA
- +10
Eremites roam the planes to seek out ideal portions of other creatures, such as a hero's sword arm or an angel's pinions. Eremites capture these specimens, clinically test their true limits, then harvest the choicest pieces and add them to their own bodies.
AC 45
Fort +37
Ref +32
Will +34
+1 status to all saves vs. magic
HP 375
, regeneration 25 (deactivated by holy or silver)
Immunities
cold, fear, nonlethal
Ignore Pain An eremite's actions can't be disrupted due to damage or Strikes (such as Reactive Strike).
Paralytic Perfection (aura, divine, fear, incapacitation, mental, visual) 30 feet. When a creature ends its turn in the aura, it feels compelled to offer pieces of its own flesh to the eremite.