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They take 1 Persistent Bleed Damage and can't attempt a flat check to end this damage as long as they're compelled. Non-velstracs who accept this compelled courage find bleeding wounds opening on their own bodies to whisper in thanks. The ostiarius can Sustain Compel Courage. The ostiarius and their allies in a 50-foot emanation gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects. The ostiarius inspires their willing allies and themself by whispering words of courage from their wounds. Compel Courage (auditory, divine, emotion, enchantment, linguistic, mental) The creature must succeed at a DC 21 will save or become Sickened 1. When a creature ends its turn in the aura, it hears the wounds on the ostiarius's body whisper obscene truths. Whispering Wounds (aura, divine, enchantment, mental, visual) Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Its Dying condition never increases beyond Dying 3 as long as its regeneration is active. This monster regains the listed number of Hit Points each round at the beginning of its turn. Magic Regeneration 5 (deactivated by good or silver) The monster can cast its at-will spells any number of times without using up spell slots. This sense functions only on these two planes. The ostiarius always knows the direction and distance to the closest portal between the Shadow Plane and the Material Plane. Painsight (divination, divine)Ī 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 Sense Portal (divination, divine) This doesn't give any special access to their thoughts, and communicates no more information than normal speech would. Telepathy (aura, divination, magical)Ī monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. A creature with greater darkvision, however, can see through even these forms of magical darkness. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal Darkvision. magic HP 67 (regeneration 5 (deactivated by good or silver) Speed 25 feet Immunities cold Weaknesses Good 5, Silver 5 Claw +13 (+9, +5) to hit (agile, evil, finesse, magical) 2d6+2 Slashing Greater DarkvisionĪ creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. LE Medium Fiend Velstrac Source Pathfinder Bestiary 2 Perception +15 (greater darkvision, painsight, sense portal) Languages Common, Infernal, Shadowtongue, Telepathy 100 Feet Skills Acrobatics +13, Deception +12, Diplomacy +12, Intimidation +16, Religion +11, Lore +11 Str +0, Dex +4, Con +2, Int +2, Wis +4, Cha +5 AC 21 Fort +9 Reflex +15 Will +13 +1 status to all saves vs.