Kyton Eremite
“Meet the Blood-Soaked Monster That Harvests Human Flesh to Build Its Own Nightmarish Body!”
An eremite stands at 7 feet tall, a nightmarish figure clad in blood-caked bandages and tattered black leather, its body pierced by thousands of jagged, razor-sharp metal shards. Its skeletal wings, dripping with blood, protrude from its mutilated back, and its face is a grotesque mask of torn flesh and hollow, staring eyes.
Behavior:
Cold and methodical, eremites are relentless in their pursuit of pain and suffering, both for their victims and themselves. They take perverse pleasure in torturing their prey, often mirroring the mutilations on their own bodies. Despite their madness, they exhibit a chilling calmness and a twisted sense of purpose.
Habitat:
Eremites dwell in the dark, forsaken corners of the Plane of Shadow, inhabiting ruined temples, abandoned sanctums, and labyrinthine catacombs filled with the remnants of their horrific experiments. These places are shrouded in perpetual darkness and haunted by the echoes of endless torment.
Modus Operandi:
An eremite stalks the Material Plane, seeking out individuals with “perfect” body parts to harvest. Once a target is identified, it captures them alive, studies their physiology, and surgically removes the desired parts. These are then grotesquely grafted onto its own body in ways that defy natural function, enhancing its horrifying appearance.
Motivation:
Driven by an insatiable desire to transcend the boundaries of existence, eremites seek to perfect their mutilated forms through the acquisition and incorporation of the finest flesh and organs from their victims. Their ultimate goal is to blur the lines between physicality, individuality, and pain, reaching a state of perverse, otherworldly perfection.
Eremite 5e
Eremite Pathfinder
Eremite
Large Fiend (Kyton), Lawful Evil
Armor Class: 18 (Natural Armor)
Hit Points: 210 (20d10 + 100)
Speed: 30 ft., fly 40 ft. (skeletal wings)
STR | DEX | CON | INT | WIS | CHA
19 (+4) | 16 (+3) | 20 (+5) | 18 (+4) | 14 (+2) | 16 (+3)
Saving Throws: Dex +9, Con +11, Wis +8, Cha +9
Skills: Perception +8, Insight +8, Intimidation +9
Damage Resistances: Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities: Necrotic, Psychic
Condition Immunities: Charmed, Frightened, Paralyzed
Senses: Darkvision 120 ft., Passive Perception 18
Languages: Infernal, Common, Telepathy 120 ft.
Challenge: 16 (15,000 XP)
Horrifying Presence. Any creature that starts its turn within 30 feet of the eremite and can see it must succeed on a DC 17 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the eremite is within line of sight, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the eremite’s Horrifying Presence for the next 24 hours.
Regeneration. The eremite regains 20 hit points at the start of its turn. If the eremite takes radiant damage or damage from a blessed weapon, this trait doesn’t function at the start of the eremite’s next turn. The eremite dies only if it starts its turn with 0 hit points and doesn’t regenerate.
Innate Spellcasting (Psionics). The eremite’s innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:
- At will: Detect Thoughts, Invisibility, Minor Illusion
- 3/day each: Fear, Phantasmal Killer
- 1/day each: Plane Shift (self only), Symbol (pain only)
Magic Resistance. The eremite has advantage on saving throws against spells and other magical effects.
Serrated Wings. The eremite’s skeletal wings are lined with razor-sharp metal shards. It can use its wings to make unarmed strikes that deal slashing damage instead of bludgeoning.
Actions
Multiattack. The eremite makes three attacks: one with its Serrated Wings and two with its Razor Claws.
- Razor Claws. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) slashing damage, and the target must succeed on a DC 18 Constitution saving throw or take an additional 14 (4d6) necrotic damage as the eremite’s claws drain the life from its victim.
- Serrated Wings. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 18 (3d8 + 5) slashing damage. If the target is a creature, it must make a DC 17 Strength saving throw or be knocked prone as the eremite’s wings slash down with terrifying force.
- Gory Harvest (Recharge 5–6). The eremite targets one creature within 5 feet that it can see. The target must make a DC 17 Dexterity saving throw. On a failed save, the eremite surgically removes a piece of the target’s body, dealing 28 (8d6) necrotic damage and reducing the target’s hit point maximum by an amount equal to the necrotic damage taken. The eremite then grafts the stolen body part onto itself, gaining temporary hit points equal to the damage dealt. The reduction to the target’s hit point maximum lasts until the target finishes a long rest or is healed by a Greater Restoration spell.
- Plane Shift (1/Day). The eremite uses its innate magic to plane shift, dragging one grappled creature with it to the Plane of Shadow. The target must make a DC 17 Charisma saving throw to resist this effect. If the save fails, the creature is transported with the eremite and is restrained until it can escape or is released.
Tactics
- Opening Move: The eremite starts combat with Horrifying Presence and Fear, attempting to scatter and disorient its enemies.
- Engage at Range: It uses Phantasmal Killer to isolate and terrorize a single target, weakening them before closing in.
- Close-Quarters Combat: Once it engages in melee, it uses its Razor Claws and Serrated Wings to deal heavy damage, focusing on softer targets first.
- Gory Harvest: The eremite will use Gory Harvest on a downed or weakened foe, both to heal itself and to further demoralize its enemies.
- Escape: If heavily injured, the eremite will attempt to Plane Shift to escape, possibly dragging a valuable target back to the Plane of Shadow for further torment.
Motivation: The eremite seeks to harvest the most “perfect” body parts from its victims to add to its own mutilated form, driven by an insatiable desire to transcend physical limitations through suffering and self-modification.
This blood-soaked humanoid is festooned with razored shards of metal. Skeletal wings protrude from its bleeding shoulders.
Source Bestiary 3 pg. 1
Orginally posted in Archives of Nethys
Eremites are among the eldest and most mutilated of kytons, having inflicted such massive damage to themselves that they feel little pain and no fear. The typical eremite is completely covered in blood-caked bandages, tattered cords of black leather, and thousands of jagged shards of razor-sharp metal. These fragments are all that holds the creature’s mutilated flesh together, yet they do so with a strength far greater than that granted by mortal flesh and bone.
Rather than concentrating solely on physical or even spiritual alterations, eremites seek to blur the very lines around being, physicality, and individuality. They desire only the most powerful beings to augment themselves with, traveling across vast swaths of the Material Plane in search of the most promising additions to their bodily collection and harvesting only the finest parts’ the ripest spleen, the most alluring veins, the most succulent eyes.
When an eremite encounters a creature that possess a so-called ‘perfect part,’ the powerful kyton seeks to capture that creature alive so that it can study how that perfect part functions as part of the creature’s physiology before it finally decides to surgically remove it and attach it to its own body often in a way not quite in keeping with the part’s original use. A gifted bard’s tongue might, for example, be nailed to a kyton’s palm or sewn into its heart, while the eyes of a beautiful queen might be stitched into the kyton’s torso. To the eremite, these hideous changes and choices somehow enhance the perfection of the harvested part, while to others they merely enhance the horror that the creature represents.
While eremites do hold an appreciation for inspection of their targets as well as introspection regarding their own powers and identity, their primary occupation is the understanding of pain and suffering, which they pursue by inflicting the most heinous cruelties upon their victims. An eremite seeks to deliver as much agony as possible to its victims after capturing them, allowing them to undergo extreme amounts of trauma before letting them perish. An eremite often rends its own flesh in the same manner as it does its victim’s, so as to experience the pain alongside it.
While pursuing a chosen victim, an eremite utilizes its supernatural abilities to distract and distress a given target before it captures and drags it back to the Plane of Shadow via plane shift. Bargaining with an eremite is not usually an option, though if a particularly powerful victim can offer an eremite advice or aid, or otherwise assist in harvesting an even more interesting catch, an eremite can sometimes be convinced to let the helpful victim escape. It’s worth remembering, though, that kytons as a whole have little patience for the petty pursuits of honor and pride, seeing such feelings as traits that ultimately spell the end for baser creatures. The only thing that matters to an eremite is the testing of its boundaries as well as the boundaries of existence itself. Just because an eremite might be convinced to let someone go in trade for an opportunity for a greater catch doesn’t mean that once that other target is secured the eremite will cease its attempts to capture and harvest its original target. One who manages to distract and subsequently escape an eremite is well-advised to spend the rest of his life on the run.
A typical eremite stands approximately 7 feet tall and weighs about 200 pounds. While their general form is something of a humanoid shape, exact appearances can vary wildly between eremites as they harvest and graft particularly unusual pieces of flesh to their bodies from increasingly exotic victims.
Eremite CR 20 |
XP 307,200 LE Medium outsider (evil, extraplanar, kyton, lawful) Init +12; Senses Darkvision 60 ft., true seeing; Perception +34 |
DEFENSE |
AC 38, touch 19, flat-footed 29 (+8 Dexterity, +1 Dodge, +19 natural) hp 310 (20d10+200); regeneration 15 (good weapons and spells, silver weapons) Fort +22, Ref +16, Will +19 DR 15/good and silver; Immune cold, fear effects, nonlethal damage, pain; SR 31 |
OFFENSE |
Speed 40 ft., Fly 60 ft. (good) Melee bite +30 (2d6+10 plus pain), 2 claws +30 (2d6+10/1920 plus grab and pain), 2 wings +25 (1d8+5 plus pain) Special Attacks evisceration, unnerving gaze (30 ft., DC 31) Spell-Like Abilities (CL 20th; concentration +31) Constant – true seeing At will – greater teleport (self plus 50 lbs. of objects only), inflict critical wounds (DC 25), shadow walk, telekinesis (DC 26 3/day – blade barrier (DC 27), dimensional lock, forcecage (DC 28), greater shadow evocation (DC 29), heal (self only), insanity (DC 28), mass inflict critical wounds (DC 29), plane shift (DC 28), shades (DC 29), symbol of pain (DC 26), wall of force 1/day – binding (DC 29), trap the soul (DC 29) |
STATISTICS |
Strength 30, Dexterity 27, Constitution 30, Intelligence 22, Wisdom 21, Charisma 33 Base Atk +20; CMB +30 (+34 grapple); CMD 49 Feats Combat Casting, Combat Expertise, Combat Reflexes, Dodge, Improved Critical (claws), Improved Initiative, Iron Will, Lightning Reflexes, Skill Focus (Perception), Spell Penetration Skills Bluff +34, Diplomacy +34, Fly +12, Heal +28, Intimidate +34, Knowledge (arcana) +16, Knowledge (dungeoneering) +16, Knowledge (nature) +16, Knowledge (planes) +29, Knowledge (religion) +16, Perception +34, Sense Motive +28, Spellcraft +29, Stealth +31, Use Magic Device +31 Languages Common, Infernal; telepathy 100 ft. SQ graft flesh, shadow traveler |
Special Abilities |
Immune to Pain (Su) An eremite 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. Evisceration (Ex) When an eremite 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 – the exact ability score drained is chosen by the eremite. The victim can resist this effect with a DC 28 Fortitude save. The save DC is Dexterity-based. Graft Flesh (Su) Once per day, an eremite 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 eremite the effects of a heal and a greater restoration spell (caster level 20th). Pain (Su) Any creature struck by an eremite’s natural attacks must make a DC 30 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 eremite’s spell-like and extraordinary abilities. The save DC is Constitution-based. Shadow Traveler (Ex) When an eremite uses plane shift to travel to the Plane of Shadow, it arrives at its intended destination with complete accuracy. When an eremite uses shadow walk, it moves at a rate of 100 miles per hour. Unnerving Gaze (Ex) A creature that succumbs to an eremite’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 31 Will save or take 1d4 points of Wisdom drain from encroaching madness. This is a mind-affecting fear effect. |
Ecology |
Environment any (Plane of Shadow) Organization solitary, pair, or cell (3-5) Treasure double |
Eremite Overlords
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.
Each overlord is a unique Large (or larger) eremite with several additional Hit Dice. In addition, each has a unique power linked to its chosen form of self-mutilation, as well as 4-6 additional spell-like abilities along that mutilations theme. For example, an overlord that has perfected the act of skinning itself and wrapping its flesh in thorny black vines might have an ability to send those thorny vines out at great length to grapple and constrict distant foes, and might gain black tentacles, entangle, wall of thorns, and 1-3 similar spell-like abilities.