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From Pathfinder #191: The Destiny War, which isn't enabled.

Vincuvicar

CREATURE 18

Prison keepers among velstracs, vincuvicar velstracs thrive on depriving others of freedom.

Vincuvicar Thrones

Each vincuvicar possesses a personal, spiked iron throne—a symbol of authority. This iron throne is an object with Hardness 20 and 500 Hit Points. If a vincuvicar's throne is destroyed, the velstrac must return to the Shadow Plane to acquire or construct a replacement.


Perception +32; greater darkvision, truesight 60 feet; painsight
Languages Common, Diabolic, Shadowtongue; telepathy 100 feet
Skills Acrobatics +31, Athletics +35, Crafting +29, Deception +32, Intimidation +34, Medicine +32, Religion +30, Stealth +31, Survival +30, Torture Lore +31
Str +9, Dex +6, Con +6, Int +5, Wis +6, Cha +6
Greater Darkvision

A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness.

Telepathy 100 feet (aura, magical)

A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.

Painsight

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.

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.


AC 42; Fort +32, Ref +28, Will +30; +1 status to all saves vs. magic
HP 333, regeneration 25 (deactivated by holy or silver); Immunities cold, fear effects; Weaknesses holy 20, silver 20
+1 Status to All Saves vs. Magic
Regeneration 25 (Deactivated by Holy or Silver)

This monster regains the listed number of Hit Points each round at the beginning of its turn. Its Dying condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4.

Alone and Forgotten (aura, divine, fear, mental)

30 feet. When a creature ends its turn in the aura, it feels imprisoned and must succeed at a DC 37 Will save or become Enfeebled 1 and Slowed 1 for 1 round.

Attack of Opportunity

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.

Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.


Speed 25 feet
Melee War Flail +35 (disarm, magical, sweep, trip, unholy), Damage 2d6 bleed plus 3d10+17 bludgeoning
Ranged Animated Manacles +32 (magical, unholy, range increment 20 feet), Damage 3d8+8 piercing plus 2d6 bleed
Divine Innate Spells DC 40, attack +32; 9th Prying Eye, Divine Wrath, Darkness (At Will); 8th Mind Blank, Teleport, Mind Probe, Command; Cantrips (9th) Daze, Sigil; Constant (9th) True Seeing, Discern Lies
Rituals 8th Imprisonment
Focus Gaze (concentrate, divine, fear, mental, visual)

The vincuvicar stares at a creature they can see within 30 feet. The creature must attempt a Will save against the alone and forgotten aura. If the creature was already enfeebled and Slowed, on a failed save, its hopelessness causes it to be Enfeebled 2 and unable to take the Escape action as long as they remain enfeebled. After attempting this save, the creature is then temporarily immune until the start of the vincuvicar's next turn.

Institutionalized

A vincuvicar forms a bond with an institution that holds prisoners. This takes 1 day and ends any previous bond the vincuvicar had. While within the area of the prison, the vincuvicar gains a +2 status bonus to skill checks and Perception checks.

Shackle
Trigger A creature within 60 feet is damaged by the vincuvicar's animated manacles Strike

Effect The creature must attempt a DC 40 Reflex save.

Critical Success The creature avoids being manacled.

Success The manacles distract the creature, causing it to become Off-Guard until the end of its next turn.

Failure The manacles fuse in place and bind the creature's legs and arms until it Escapes or the manacles are destroyed.

Critical Failure As failure, but the creature is also Restrained.

Pathfinder #191: The Destiny WarOGL