Eremite

The Eremite is a Level 20 creature, with Armor Class 45 and 375 hit points. An Eremite is a master of transcendental agony, seeking to achieve perfection by flaying and grafting the flesh of others onto its own frame.

Eremite, original Pathfinder 2e monster artwork by ZapGM

Stat Block

Abilities & Attacks

- **Painsight** (divination, 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. - **Ignore Pain** An eremite's actions can't be disrupted due to damage or Strike (such as Attack of Opportunity). - **Paralytic Perfection** (aura, divine, enchantment, 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. The creature must succeed at a 40 Will save or become paralyzed for 1 round. - **Evisceration** (attack) **Requirements** The eremite has a creature grabbed The eremite excises flesh or bone from a creature it has grabbed. The target takes 6d10 persistent damage. - **Exquisite Pain** An eremite's knowledge of pressure points and pain centers is unsurpassed. A creature hit by an eremite's melee Strike must succeed at a 40 Fortitude save or be stunned 2 (stunned 4 on a critical failure). A creature that critically succeeds is temporarily immune for 24 hours. - **Focus Gaze** (concentrate, divine, enchantment, fear, mental, visual) The eremite stares at a creature they can see within 30 feet. The creature must immediately attempt a Will save against paralytic perfection. In addition, if the creature was already paralyzed, on a failed save, its unnatural longing causes it to become doomed 1. After attempting this save, the creature is then temporarily immune until the start of the eremite's next turn. - **Graft Flesh** **Requirements** The eremite holds a piece of flesh they collected via Evisceration The eremite attaches the stolen flesh to themself. They either regain 100 Hit Points; reduce the value of their clumsy, drained, enfeebled, or stupefied condition by 3; or reduce the stage of any affliction affecting them by 3. - **Shadow Traveler** (divine, divination) When an eremite uses plane shift or shadow walk, they arrive at exactly their intended destination.

Common Questions

How much HP does an Eremite have?

375 hit points.

What level is an Eremite?

Level 20.

What is an Eremite's Armor Class?

AC 45.

How fast can an Eremite move?

Speed 30 ft., fly 50 ft.

Use Eremite at your table

Original custom artwork found nowhere else on the web, free to view. Copy-paste the full stat block straight into your notes, a Word doc, or your VTT, or sign in to claim Eremite into a ZapGM campaign and customize it further.

Official stats from the Pathfinder 2e (Second Edition) System Reference Document (SRD), free to use under the ORC open license.

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