Standing before you is a vision of anguish. Pulsing veins and twitching muscle lies in plain sight, blackened, necrotic flesh either hanging freely or twisted into thick cords that move almost of their own volition. It’s legs seem to have been torn off, the flesh corded around it and supporting the weight to grant it a few extra feet in height, as are it’s arms, granting it an inestimable reach.
Eremite Overlord Kyton CR 22
AC 38, touch 17, flat-footed 30 (+7 Dex, +1 dodge, +21 natural, -1 size)
hp 420 (24d10+288); regeneration 15 (good weapons and spells, silver weapons)
Fort +26, Ref +17, Will +21
DR 15/good and silver; Immune cold, fear effects, nonlethal damage, pain; SR 33
Speed 40 ft., fly 60 ft. (good)
Melee bite +37 (2d6+14 plus pain), 2 claws +37 (2d6+14/19-20 plus pain), 6 thorn vines +32 touch (pain plus grab, constrict and energy drain)
Space 10 ft.; Reach 10 ft. (30 ft. with vines)
Special Attacks constrict (3d6+14), energy drain (2 levels, DC 34), evisceration (1d8 ability drain, DC 29), gruesome finish (DC 34), thorn vines, unnerving gaze (30 ft., DC 34)
Spell-Like Abilities (CL 24th; concentration +26, +4 Combat Casting)
At will—entangle (DC 23), greater teleport (self plus 50 lbs. of objects only), inflict critical wounds (DC 26), shadow walk, telekinesis (DC 27), plane shift (DC 29), spiked pit (DC 25), wall of thorns
3/day—quickened greater dispel magic, quickened black tentacles, blade barrier (DC 28), dimensional lock, forcecage (DC 29), , greater shadow evocation (DC 30), heal (self only), insanity (DC 29), empowered mass inflict critical wounds (DC 30), shades (DC 31), snare (DC 25), symbol of pain (DC 27), wall of force
1/day—binding (DC 30), mage’s disjunction, trap the soul (DC 30)
Str 38, Dex 25, Con 34, Int 22, Wis 21, Cha 34
Base Atk +24; CMB +39 (+43 grapple); CMD 49
Feats Combat Casting, Combat Expertise, Combat Reflexes, Dodge, Improved Initiative, Iron Will, Lightning Reflexes, Skill Focus (Perception), Spell Penetration, Quicken Spell-like Ability (black tentacles), Quicken Spell-like Ability (greater dispel magic), Empower Spell-Like Ability (mass inflict critical wounds)
Skills Bluff +39, Diplomacy +39, Fly +9, Heal +28, Intimidate +39, Knowledge (arcana) +16, Knowledge (dungeoneering) +16, Knowledge (nature) +16, Knowledge (planes) +29, Knowledge (religion) +16, Perception +38, Sense Motive +30, Spellcraft +31, Stealth +30, Use Magic Device +32
Languages Common, Infernal; telepathy 100 ft.
SQ graft flesh, shadow traveler
The overlord is immune to nonlethal damage, as well as to all magical effects associated with extreme pain, such as a symbol of pain, another eremite’s pain attack, or similar effects at the GM’s discretion.
When the overlord grapples a foe, it can quickly eviscerate or otherwise surgically alter its victim by excising a bit of flesh or a part of an internal organ as a swift action, causing the victim to take 1d8 points of ability drain of its choice. The victim can resist this effect with a DC 29 Fortitude save. The save DC is Dexterity-based.
Once per day, the overlord may graft any bit of flesh or bone harvested via its evisceration ability within the previous hour to its own body as a full-round action that provokes an attack of opportunity. Doing so grants the overlord the effects of a heal and a greater restoration spell (caster level 24th).
The sheer unnatural pleasure that the overlord displays when he rips the soul from a living being causes all who observe him doing so to become frightened unless they succeed on a DC 34 Will save. The save is Charisma based. This is a mind-affecting fear effect.
Any creature struck by the overlord’s natural attacks must make a DC 34 Fortitude save or become staggered for 1 round from the pain. As long as a creature is staggered by this effect, it takes a -4 penalty on all saving throws made to resist the overlord’s spell-like and extraordinary abilities. The save DC is Constitution-based.
When the overlord uses plane shift to travel to the Plane of Shadow, it arrives at its intended destination with complete accuracy. When the overlord uses shadow walk, it moves at a rate of 100 miles per hour.
The overlord’s vines are secondary natural weapons with 30 ft. reach. When the vines entwine a foe, the overlord is not considered grappled (and thus can move around, taking his victims with him) and does not need to spend actions to maintain the Grapple. Each round a foe is caught in the vines, the victim simply takes constrict damage and energy drain as the vines grind into his skin and slowly flay him. The vines also writhe throughout the area surrounding the overlord, giving him blindsight out to the reach of the vines. The vines can be sundered (use the overlord’s CMD, treat DR as hardness) and have 1/10th of the overlord’s hp each (typically 42 hp); however, breaking the vines does no damage to the overlord, and the overlord can regrow up to 2 vines as a swift action.
A creature that succumbs to the overlord’s unnerving gaze becomes paralyzed with fear for 1d4 rounds as it finds itself almost longing to submit its flesh to the kyton. At the end of any round it remains paralyzed in this way, the victim must make a DC 34 Will save or take 1d4 points of Wisdom drain from encroaching madness. This is a mind-affecting fear effect.
Environment any (Plane of Shadow)
Organization solitary, pair, or cell (3-5)
Eremites who surpass the limits of individuality and achieve dominion over a certain realm of the Plane of Shadow are referred to as eremite overlords. An overlord has focused on a specific type of mutilation, and has taken that heinous surgical procedure to the outer limits of pain and pleasure. Those who worship and venerate the overlords often seek to emulate their patron’s chosen mutilation, often fatally so. Overlords keep in correspondence with one another and sometimes collaborate in a Covenant of Overlords, and while they do not view each other as enemies, they are by no means allies, and often vie for the favor of the demagogues.
The depicted overlord has perfected the act of skinning itself and wrapping its flesh in thorny black vines, gaining the ability to send those thorny vines out at great length to grapple and constrict distant foes.
Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; Authors Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.