Eremite

Medium fiend, lawful evil

Armor Class 20 (natural armor)
Hit Points 310 (23d8 + 207)
Speed 40 ft., fly 60 ft.

STR DEX CON INT WIS CHA
29 (+9) 26 (+8) 29 (+9) 21 (+5) 20 (+5) 30 (+10)

Saving Throws Dexterity +16, Constitution +17, Charisma +18
Skills Arcana +13, Deception +18, Medicine +13, Nature +13, Perception +13
Damage Resistances lightning; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities cold, poison
Condition Immunities frightened, poisoned
Senses truesight 120 ft., passive Perception 23
Languages Common, Infernal; telepathy 120 ft.
Challenge 25 (75,000 XP)

Special Traits

  • Legendary Resistance (3/day). If the eremite fails a saving throw, it can choose to succeed instead.
  • Innate Spellcasting. The eremite’s innate spellcasting ability is Charisma (spell save DC 26, +18 to hit with spell attacks). It can cast the following spells without material components.
  • Graft Flesh. As an action, the eremite can graft to its own body the viscera it harvests using its Evisceration ability. Doing so heals the eremite as if a heal spell were cast on it.
  • Painbringer. The eremite’s attacks inflict excruciating pain

Actions

  • Multiattack. The eremite makes four attacks: one with its bite, two with its claws, and one with its wings.
  • Bite. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 19 (3d6 + 9) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or be incapacitated by excruciating pain until the end of the eremite’s next turn.
  • Claws. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 25 (3d10 + 9) slashing damage, and the target must succeed on a DC 15 Constitution saving throw or be incapacitated by excruciating pain until the end of the eremite’s next turn. The target is also grappled (escape DC 23). Until this grapple ends, the creature is restrained, and the eremite can’t grapple another target.
  • Wings. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 22 (2d12 + 9) bludgeoning damage, and the target must succeed on a DC 15 Constitution saving throw or be incapacitated by excruciating pain until the end of the eremite’s next turn.
    • Evisceration. Melee Weapon Attack: +17 to hit, reach 5 ft., one creature that is grappled by the eremite. Hit: 25 (3d10 + 9) slashing damage, and the target’s Constitution score is reduced by 1d6. The target dies if this reduces its Constitution to 0. Otherwise, the reduction lasts until the target finishes a long rest. The creature must also succeed on a DC 19 Constitution saving throw or be knocked unconscious from excruciating pain as the eremite excises flesh or an internal organ from the creature.
    • Unnerving Gaze. A creature of the eremite’s choice that is within 60 feet of the eremite and aware of it must succeed on a DC 19 Wisdom saving throw or be paralyzed for 1 minute. The paralyzed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a failure, the creature’s Wisdom score is reduced by 1d4. The target dies if this reduces its Wisdom to 0. Otherwise, the reduction lasts until the target finishes a long rest.
    • Teleport. The eremite magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

Legendary Actions

The eremite can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The eremite regains spent legendary actions at the start of its turn.

  • Move. The eremite moves up to its speed without provoking opportunity attacks.
  • Attack. The eremite makes one bite attack or one wing attack.
  • Graft Flesh (Costs 3 Actions). The eremite uses its Graft Flesh ability.
Section 15: Copyright Notice

Rappan Athuk © 2018, Frog God Games, LLC; Authors Bill Webb, Clark Peterson, Skeeter Green, Tom Knauss, Lance Hawvermale, WDB Kenower, Casey Christofferson, and Greg Raglund; based on the original creation of Bill Webb.

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