Eremite
A planar collector of other creatures' finest anatomy, testing captives to their limits before harvesting the choicest pieces for itself.
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.
In play
The eremite has regeneration 25 (deactivated by holy or silver) and a +1 status bonus to all saves vs. magic.
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.
Level 20
Perception +34 · Senses greater darkvision, painsight, _truesight_ · Languages Common, Diabolic, Shadowtongue; telepathy 100 feet · Skills Athletics +33, Deception +38, Diplomacy +36, Intimidation +40, Medicine +36, Religion +34, Stealth +36, Torture Lore +36
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| +9 | +6 | +7 | +6 | +6 | +10 |
| AC | Fort | Ref | Will |
|---|---|---|---|
| 45 | +37 | +32 | +34 |
HP 375 · Immunities cold, fear, nonlethal · Weaknesses holy 20, silver 20
Speed 30 feet, fly 50 feet
Actions
- Melee Jaws [Single Action] +39 (Magical, unholy), Damage 4d8+19 piercing plus 2d6 persistent bleed
- Melee Claw [Single Action] +39 (Agile, magical, unholy), Damage 3d6+19 slashing plus 2d6 persistent bleed, exquisite pain, and