Paracletus
A small cluster of shimmering lights floats in the air, orbited by multiple vibrant crystals and gemstones.
While mortals possess the gift of free will, both logic and emotion influence their decisions. The paracletus serve the aeons as agents who connect with mortals and study the influence of emotions (particularly the dualistic nature of raw emotion) upon mortal behavior. They wander the planes seeking mortals with particularly strong emotional or logical capabilities (characters with high Charisma or Intelligence scores). Once a paracletus locates such a creature, the paracletus remains nearby, studying the target’s relationship with emotional and logical input and choices. Often, the paracletus will use its emotion Aura on the target in order to study how outside influences affect the subject. Unfortunately for the target creature, whether or not the paracletus uses a helpful or harmful effect is, for all intents and purposes, a matter of random chance—even though to the paracletus’s complex reasoning, nothing is left to actual random chance. If presented the option, a paracletus avoids direct combat, and uses its emotion Aura to influence situations. If pressed to defend itself, it flies at opponents, slamming into them and discharging an electrical jolt of energy in addition to buffeting with its crystalline components. The crystals that orbit a paracletus are solidified aspects of logic, while the swirling vapors and lights that make up its central mass are manifestations of raw emotion— when a paracletus is slain, both the crystals and vapors fade away into nothingness. A paracletus can be chosen as a familiar by a 7th-level neutral spellcaster who has the Improved Familiar feat. A paracletus familiar does not abandon its mission to observe emotions and logic at play, but it does follow its master’s orders—this is one situation where the application of a paracletus’s emotion Aura need not be random. Although the central mass of a paracletus’s body appears to be made of light and energy, it is in fact solid, and feels strangely like electrified flesh to the touch.
N Small (, )
Init +2; Senses 60 ft.; Perception +7
Aura (DC 12, 30 ft.)
DEFENSE
AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
hp 13 (3d10–3)
Fort +4, Ref +3, Will +6
cold, critical hits, poison; electricity 10, fire 10; 7
OFFENSE
Speed 40 ft. (good)
Melee slam +3 (1d3–1 plus 1d6 electricity)
(CL 3rd; concentration +4)
At will—sanctuary (DC 12)
3/day—calm emotions (DC 13)
1/week—commune (6 questions, CL 12th)
STATISTICS
Str 8, Dex 14, Con 9, Int 11, Wis 13, Cha 12
Base Atk +3; +1; CMD 13 (can’t be tripped)
Feats Great Fortitude, Iron Will
Skills Fly +8, Intimidate +7, Knowledge (arcana) +7, Knowledge (planes) +7, Perception +7, Sense Motive +7, Stealth +12
Languages envisaging
SQ extension of all, void form
ECOLOGY
Environment any (Outer Planes)
Organization solitary, pair, or commune (3–12)
Treasure none
SPECIAL ABILITIES
Emotion Aura (Sp) Each paracletus exists as the embodiment of a specific emotive duality. Three times per day, a paracletus can create an aura representing one of its two programmed emotions. Creatures in the area must make a DC 12 Will save to resist the aura. A creature that makes its save against the aura is unaffected by that aeon’s aura for the next 24 hours. The paracletus can choose one creature in the area to ignore its effects. The effect of the aura lasts for 10 minutes, and ends if a creature moves more than 30 feet from the aeon. The aura is a mind-affecting compulsion effect. The save DC is Charisma-based
Envisaging (Su) Aeons communicate wordlessly, almost incomprehensibly. Caring little for the wants and desires of other creatures, they have no need to engage in exchanges of dialogue. Instead, aeons mentally scan beings for their thoughts and intentions, and then retaliate with flashes of psychic projections that emit a single concept in response to whatever the other being was thinking. The flash is usually a combination of a visual and aural stimulation, which displays how the aeon perceives future events might work out. For instance, an aeon seeking to raze a city communicates this concept to non-aeons by sending them a vivid image of the city crumbling to ash. An aeon’s envisaging functions as a non-verbal form of telepathy. Aeons cannot read the thoughts of any creature immune to mind-affecting effects.
Extension of All (Ex) Through an aeon’s connection to the multiverse, it gains access to strange and abstruse knowledge that filters through all existence. Much of the knowledge is timeless, comprised of events long past, present, and potentially even those yet to come. Aeons gain a racial bonus equal to half their racial Hit Dice on all Knowledge skill checks. This same connection also binds them to other aeons. As a result, they can communicate with each other freely, over great distances as if using telepathy. This ability also works across planes, albeit less effectively, allowing the communication of vague impressions or feelings, not specific details or sights. Due to the vast scope of the aeon race’s multiplanar concerns, though, even the most dire reports of a single aeon rarely inspire dramatic or immediate action.
Void Form (Su) Though aeons aren’t incorporeal, their forms are only a semi-tangible manifestation of something greater. An aeon’s void form grants it a deflection bonus equal to 1/4 its Hit Dice (rounded down).
Othaos
Four limbs—two black and two white—reach out from a swirling vortex of pulsing light and deep darkness.
Enigmatic and ephemeral, othaoses are stewards of the balance between light and darkness. Othaoses seek out supernatural sources of light and dark that unnaturally prolong exposure to one or the other and work to restore the natural order. They may be encountered studying sources of light or observing large objects casting shadows—they’re just as likely to assist in the repair of a light source as they are to seek the destruction of an object casting too much shadow. These aeons also scout for breaches between the Material Plane and the Plane of Shadow, seeking to mend these rifts whenever possible.
N Medium (, )
Init +7; Senses 60 ft., ; Perception +12
DEFENSE
AC 18, touch 16, flat-footed 14 (+2 deflection, +3 Dex, +1 dodge, +2 natural)
hp 57 (6d10+24)
Fort +6, Ref +8, Will +8
cold, critical hits, poison; electricity 10, fire 10; 16
OFFENSE
Speed 30 ft. (average)
Melee 4 slams +10 (1d4+4)
Special Attacks banish darkness, consume light
(CL 6th; concentration +8)
At will—dancing lights
3/day—darkness
1/day—daylight, deeper darkness
STATISTICS
Str 18, Dex 16, Con 19, Int 11, Wis 17, Cha 14
Base Atk +6; +9; CMD 25
Feats Dodge, Flyby Attack, Improved Initiative
Skills Fly +12, Knowledge (arcana, history, nature, planes) +9, Perception +12, Sense Motive +12, Stealth +12
Languages envisaging
SQ chiaroscuro, extension of all, void form
ECOLOGY
Environment any (Outer Planes)
Organization solitary
Treasure none
SPECIAL ABILITIES
Banish Darkness (Su) An othaos in an area of dim light or darkness (including supernatural darkness) can radiate intense light and heat. The light level in the square the othaos occupies increases by two levels for 1 round and the light level in all adjacent squares increases by one level. Apply this adjustment after determining the light level from all other sources (adjusting to include spells cast after the othaos uses this ability). All creatures adjacent to the othaos take 4d6 points of fire damage (Will DC 15 half). The save DC is Charisma-based.
Chiaroscuro (Su) An othaos aeon’s physical form changes depending on the level of light present in its space. While in areas of dim light or darkness (as well as supernatural darkness), an othaos becomes invisible and gains the . While incorporeal, an othaos has no Strength score, can’t make natural attacks, and loses its natural armor bonus (giving it a total AC of 16).
Consume Light (Su) As a standard action, an othaos in an area of normal or bright light can consume the light and heat around its body. The light level in the square the othaos occupies drops by two levels for 1 round and the light level in all adjacent squares drops by one level. Apply this adjustment after determining the light level from all other sources (adjusting further to include spells cast after the othaos uses this ability). All creatures adjacent to the othaos take 4d6 points of cold damage (Will DC 15 half). The save DC is Charisma-based.
Envisaging (Su) Aeons communicate wordlessly, almost incomprehensibly. Caring little for the wants and desires of other creatures, they have no need to engage in exchanges of dialogue. Instead, aeons mentally scan beings for their thoughts and intentions, and then retaliate with flashes of psychic projections that emit a single concept in response to whatever the other being was thinking. The flash is usually a combination of a visual and aural stimulation, which displays how the aeon perceives future events might work out. For instance, an aeon seeking to raze a city communicates this concept to non-aeons by sending them a vivid image of the city crumbling to ash. An aeon’s envisaging functions as a non-verbal form of telepathy. Aeons cannot read the thoughts of any creature immune to mind-affecting effects.
Extension of All (Ex) Through an aeon’s connection to the multiverse, it gains access to strange and abstruse knowledge that filters through all existence. Much of the knowledge is timeless, comprised of events long past, present, and potentially even those yet to come. Aeons gain a racial bonus equal to half their racial Hit Dice on all Knowledge skill checks. This same connection also binds them to other aeons. As a result, they can communicate with each other freely, over great distances as if using telepathy. This ability also works across planes, albeit less effectively, allowing the communication of vague impressions or feelings, not specific details or sights. Due to the vast scope of the aeon race’s multiplanar concerns, though, even the most dire reports of a single aeon rarely inspire dramatic or immediate action.
Void Form (Su) Though aeons aren’t incorporeal, their forms are only a semi-tangible manifestation of something greater. An aeon’s void form grants it a deflection bonus equal to 1/4 its Hit Dice (rounded down).
Theletos
Four bandy limbs, each splitting at the elbow into two three-fingered forearms, emerge from this creature’s crystalline body.
The strange theletos is the guardian of the duality between freedom and fate. Slavery is no more of an issue to a theletos than is true freedom, but without one, the other cannot exist. In areas where slavery is rife, a theletos might aid in freeing some slaves, while in regions where slavery has been abolished, this strange being works to subjugate many creatures with its own mind-controlling spell-like abilities—often encouraging them to further undertake acts of slavery themselves. The theletos is also a guardian of fate and prophecy, and while for some creatures it might allow glimpses of futures, others who peer into the future almost seem to cause the aeon physical pain. The theletos cannot explain why one seer might be allowed to divine futures while another should not—it knows only that some prophets should be denied this pursuit. A theletos is 5 feet tall and weighs 100 pounds.
N Medium (, )
Init +6; Senses 60 ft.; Perception +16
DEFENSE
AC 20, touch 15, flat-footed 17 (+2 deflection, +2 Dex, +1 dodge, +5 natural)
hp 76 (9d10+27); 5
Fort +9, Ref +5, Will +12
cold, critical hits, poison; electricity 10, fire 10; 18
OFFENSE
Speed 30 ft., 30 ft. (poor)
Melee 2 slams +13 (1d6+4), 2 tentacles +8 (1d4+2 plus fate drain)
Space 5 ft.; Reach 5 ft.
Special Attacks wreath of fate
(CL 9th; concentration +10)
At will—augury, command (DC 12), doom (DC 12), sanctuary (DC 12)
3/day—bestow curse (DC 14), enthrall (DC 13), touch of idiocy (DC 13), dispel magic, remove curse, suggestion (DC 14)
1/day—charm monster (DC 15), lesser geas (DC 15)
STATISTICS
Str 18, Dex 14, Con 17, Int 11, Wis 19, Cha 12
Base Atk +9; +13; CMD 28 (can’t be tripped)
Feats Dodge, Hover, Improved Initiative, Improved Iron Will, Iron Will
Skills Fly –2, Intimidate +13, Knowledge (planes) +16, Perception +16, Sense Motive +16, Spellcraft +12, Stealth +14
Languages envisaging
SQ extension of all, void form
ECOLOGY
Environment any (Outer Planes)
Organization solitary, pair, or collective (3–12)
Treasure none
SPECIAL ABILITIES
Envisaging (Su) Aeons communicate wordlessly, almost incomprehensibly. Caring little for the wants and desires of other creatures, they have no need to engage in exchanges of dialogue. Instead, aeons mentally scan beings for their thoughts and intentions, and then retaliate with flashes of psychic projections that emit a single concept in response to whatever the other being was thinking. The flash is usually a combination of a visual and aural stimulation, which displays how the aeon perceives future events might work out. For instance, an aeon seeking to raze a city communicates this concept to non-aeons by sending them a vivid image of the city crumbling to ash. An aeon’s envisaging functions as a non-verbal form of telepathy. Aeons cannot read the thoughts of any creature immune to mind-affecting effects.
Extension of All (Ex) Through an aeon’s connection to the multiverse, it gains access to strange and abstruse knowledge that filters through all existence. Much of the knowledge is timeless, comprised of events long past, present, and potentially even those yet to come. Aeons gain a racial bonus equal to half their racial Hit Dice on all Knowledge skill checks. This same connection also binds them to other aeons. As a result, they can communicate with each other freely, over great distances as if using telepathy. This ability also works across planes, albeit less effectively, allowing the communication of vague impressions or feelings, not specific details or sights. Due to the vast scope of the aeon race’s multiplanar concerns, though, even the most dire reports of a single aeon rarely inspire dramatic or immediate action.
Fate Drain (Su) A theletos possesses a pair of flexible crystalline tentacles with which it can drain a creature’s sense of fate and destiny. Whenever it strikes a foe with these tentacles, the creature struck must make a DC 17 Will save or take 1d4 points of Charisma damage. Until a creature’s Charisma damage from this ability is healed, the victim takes a –2 penalty on all saving throws (regardless of the actual total amount of Charisma damage it takes). The save DC is Constitution-based.
Void Form (Su) Though aeons aren’t incorporeal, their forms are only a semi-tangible manifestation of something greater. An aeon’s void form grants it a deflection bonus equal to 1/4 its Hit Dice (rounded down).
Wreath of Fate (Su) As a full-round-action every 1d4 rounds, a theletos can release a 60-foot cone of energy from its chest. Any intelligent creature struck by this cone must make a DC 15 Will save or become nearly overwhelmed with the knowledge of various fates that destiny has in store for him—there is no way to make sense of these myriad dooms and boons, and as a result, the victim is staggered. As long as this condition persists, the victim may choose to make two rolls when attempting an attack roll, a saving throw, or a skill check—he must accept the worse of the two rolls, but in so doing the wreath of fate passes from his soul and he is no longer staggered by this ability. Wreath of fate is a curse effect, and as such can be affected by remove curse or break enchantment—the effective caster level of this curse is equal to the theletos’s HD (CL 9th in most cases). The save DC is Charisma-based.
Akhana
Four gray arms project from a swirling mass resembling a giant eye, from which a tail-like appendage dangles.
Akhanas bear charge over the duality of birth and death. They perceive the existence of living things as crucial to maintaining cosmic balance. They also understand the profound inf luence living things have on the cosmos, and if left untended, its ability to create terrible consequences. In this circumstance, life must give way to death. Akhanas wander the byways of the multiverse, constantly on the hunt for imbalances in life. How they judge these imbalances is not well-understood by non-aeons, and the aeons are singularly unmotivated to justify akhanas’ decisions when inquired about them. As a result, the focus of akhanas’ attacks and attentions usually seems arbitrary or even random to most creatures—they do not always focus their attentions on the strongest or the weakest members of a group. An akhana stands 5 feet in height and weighs 120 pounds. Its strange central body seems vaporous, but is weirdly solid (and slimy) to the touch.
N Medium (, )
Init +10; Senses 60 ft., deathwatch; Perception +19
DEFENSE
AC 27, touch 18, flat-footed 21 (+2 deflection, +6 Dex, +9 natural)
hp 148 (11d10+88); 5
Fort +17, Ref +11, Will +14
cold, critical hits, poison; electricity 10, fire 10; 23
OFFENSE
Speed 30 ft., 40 ft. (poor)
Melee 4 claws +16 (1d4+5 plus )
Special Attacks soul siphoning
(CL 11th; concentration +15)
Constant—deathwatch
At will—cure serious wounds, gentle repose, inflict serious wounds (DC 17), sanctuary (DC 15)
3/day—restoration, slay living (DC 19)
1/day—raise dead
STATISTICS
Str 21, Dex 23, Con 26, Int 16, Wis 21, Cha 18
Base Atk +11; +16 (+20 grapple); CMD 34 (38 vs. trip)
Feats Combat Reflexes, Great Fortitude, Hover, Improved Initiative, Iron Will, Lightning Reflexes
Skills Bluff +18, Fly +2, Heal +19, Intimidate +18, Knowledge (planes) +22, Knowledge (religion) +22, Perception +19, Sense Motive +19, Spellcraft +17, Stealth +20
Languages envisaging
SQ extension of all, void form
ECOLOGY
Environment any (Outer Planes)
Organization solitary, pair, or collective (3–6)
Treasure none
SPECIAL ABILITIES
Envisaging (Su) Aeons communicate wordlessly, almost incomprehensibly. Caring little for the wants and desires of other creatures, they have no need to engage in exchanges of dialogue. Instead, aeons mentally scan beings for their thoughts and intentions, and then retaliate with flashes of psychic projections that emit a single concept in response to whatever the other being was thinking. The flash is usually a combination of a visual and aural stimulation, which displays how the aeon perceives future events might work out. For instance, an aeon seeking to raze a city communicates this concept to non-aeons by sending them a vivid image of the city crumbling to ash. An aeon’s envisaging functions as a non-verbal form of telepathy. Aeons cannot read the thoughts of any creature immune to mind-affecting effects.
Extension of All (Ex) Through an aeon’s connection to the multiverse, it gains access to strange and abstruse knowledge that filters through all existence. Much of the knowledge is timeless, comprised of events long past, present, and potentially even those yet to come. Aeons gain a racial bonus equal to half their racial Hit Dice on all Knowledge skill checks. This same connection also binds them to other aeons. As a result, they can communicate with each other freely, over great distances as if using telepathy. This ability also works across planes, albeit less effectively, allowing the communication of vague impressions or feelings, not specific details or sights. Due to the vast scope of the aeon race’s multiplanar concerns, though, even the most dire reports of a single aeon rarely inspire dramatic or immediate action.
Soul Siphoning (Su) As a swift action, an akhana can use its tail to siphon life essence from a grappled foe. At the start of the aeon’s turn, the victim gains 1d4 negative levels (a DC 23 Fortitude save negates and grants immunity to this akhana’s soul siphoning ability for 24 hours). When the number of negative levels equals the target’s Hit Dice, the target’s soul tears free from its mortal body and gets stored within the body of the akhana as a trap the soul spell. The victim’s body remains preserved as if via a gentle repose spell for as long as the soul is held by the akhana. The akhana can keep the soul indefinitely, or can release it as a full-round action. Upon doing so, the released soul immediately returns to its body if the body is within 300 feet, at which point the body returns to life and any negative levels imparted to it by the akhana are removed. If the body is not within 300 feet (or if it has been destroyed), then the creature dies when its soul is released. A miracle, limited wish, or wish can force a displaced soul to return to its proper body. If an akhana is slain, any soul it contains is released automatically. An akhana can only hold one soul at a time. The save DC is Constitution-based.
Void Form (Su) Though aeons aren’t incorporeal, their forms are only a semi-tangible manifestation of something greater. An aeon’s void form grants it a deflection bonus equal to 1/4 its Hit Dice (rounded down).
Bythos
A shimmering, colorless mass congeals to form a four-armed humanoid shape with an eye-like pattern in its torso.
The bythos are guardians of time and planar travel—indeed, to bythos, the act of aging is nothing more than a highly specialized method of travel. Although bythos themselves have no additional method of traveling through time, they scour the multiverse, hunting for creatures that do have the ability to time-travel and may have abused this ability. Far more often, though, bythos seek out abuses of planar travel, such as tears in reality, regions where planes overlap, or creatures that abuse the use of planar travel. In some cases, such distortions are ignored, but in others, a bythos or even a full tribunal comes to assess and repair the damage. In most cases, “repair” is analogous to the death of the creature responsible for the distortions, but placing such creatures in temporal stasis can also solve the problem. While a bythos’s body may seem to be made of smoke and vapor, it is strangely solid to the touch, feeling not dissimilar to dry stone. A bythos is 13 feet tall and weighs 600 pounds. While mortals possess the gift of free will, both logic and emotion influence their decisions. The paracletus serve the aeons as agents who connect with mortals and study the influence of emotions (particularly the dualistic nature of raw emotion) upon mortal behavior. They wander the planes seeking mortals with particularly strong emotional or logical capabilities (characters with high Charisma or Intelligence scores). Once a paracletus locates such a creature, the paracletus remains nearby, studying the target’s relationship with emotional and logical input and choices. Often, the paracletus will use its emotion Aura on the target in order to study how outside inf luences affect the subject. Unfortunately for the target creature, whether or not the paracletus uses a helpful or harmful effect is, for all intents and purposes, a matter of random chance—even though to the paracletus’s complex reasoning, nothing is left to actual random chance. If presented the option, a paracletus avoids direct combat, and uses its emotion Aura to influence situations. If pressed to defend itself, it flies at opponents, slamming into them and discharging an electrical jolt of energy in addition to buffeting with its crystalline components. The crystals that orbit a paracletus are solidified aspects of logic, while the swirling vapors and lights that make up its central mass are manifestations of raw emotion— when a paracletus is slain, both the crystals and vapors fade away into nothingness. A paracletus can be chosen as a familiar by a 7th-level neutral spellcaster who has the Improved Familiar feat. A paracletus familiar does not abandon its mission to observe emotions and logic at play, but it does follow its master’s orders—this is one situation where the application of a paracletus’s emotion Aura need not be random. Although the central mass of a paracletus’s body appears to be made of light and energy, it is in fact solid, and feels strangely like electrified flesh to the touch.
N Large (, )
Init +8; Senses 60 ft., 90 ft., ; Perception +30
DEFENSE
AC 31, touch 18, flat-footed 26 (+4 deflection, +4 Dex, +1 dodge, +13 natural, –1 size)
hp 207 (18d10+108); 10
Fort +18, Ref +12, Will +20
cold, critical hits, poison; electricity 10, fire 10; 27
OFFENSE
Speed 40 ft. (good)
Melee 4 slams +23 (1d6+6 plus 1d6 cold and aging strike)
Space 10 ft.; Reach 10 ft.
Special Attacks confusion , temporal strike
(CL 18th; concentration +23)
At will—augury, greater teleport, slow (DC 18)
3/day—dimensional anchor, haste, plane shift (DC 20)
1/day—dimensional lock, moment of prescience, temporal stasis (DC 23)
STATISTICS
Str 22, Dex 19, Con 21, Int 24, Wis 28, Cha 21
Base Atk +18; +25; CMD 44 (can’t be tripped)
Feats Combat Casting, Combat Reflexes, Dodge, Great Fortitude, Hover, Improved Initiative, Lightning Reflexes, Mobility, Toughness
Skills Bluff +26, Fly +6, Heal +30, Intimidate +26, Knowledge (arcana, nature, religion) +33, Knowledge (history, planes) +36, Perception +30, Sense Motive +30, Spellcraft +28, Stealth +21, Use Magic Device +23
Languages envisaging
SQ extension of all, void form
ECOLOGY
Environment any (Outer Planes)
Organization solitary, pair, or tribunal (3 bythos)
Treasure none
SPECIAL ABILITIES
Aging Strike (Su) If a bythos strikes a living target with two slam attacks in a single round, the bythos ages the creature, causing it to advance to the next age category if it fails a DC 24 Fortitude save. The victim gains all of the penalties from this aging and none of the bonuses. A venerable victim targeted by this ability dies if it fails a DC 24 Fortitude save. This process is reversible with greater restoration, limited wish, miracle, or wish. The save DC is Constitution-based.
Confusion Gaze (Su) Confusion for 1d4 rounds, 30 feet, Fortitude DC 24 negates. The save DC is Charisma-based.
Envisaging (Su) Aeons communicate wordlessly, almost incomprehensibly. Caring little for the wants and desires of other creatures, they have no need to engage in exchanges of dialogue. Instead, aeons mentally scan beings for their thoughts and intentions, and then retaliate with flashes of psychic projections that emit a single concept in response to whatever the other being was thinking. The flash is usually a combination of a visual and aural stimulation, which displays how the aeon perceives future events might work out. For instance, an aeon seeking to raze a city communicates this concept to non-aeons by sending them a vivid image of the city crumbling to ash. An aeon’s envisaging functions as a non-verbal form of telepathy. Aeons cannot read the thoughts of any creature immune to mind-affecting effects.
Extension of All (Ex) Through an aeon’s connection to the multiverse, it gains access to strange and abstruse knowledge that filters through all existence. Much of the knowledge is timeless, comprised of events long past, present, and potentially even those yet to come. Aeons gain a racial bonus equal to half their racial Hit Dice on all Knowledge skill checks. This same connection also binds them to other aeons. As a result, they can communicate with each other freely, over great distances as if using telepathy. This ability also works across planes, albeit less effectively, allowing the communication of vague impressions or feelings, not specific details or sights. Due to the vast scope of the aeon race’s multiplanar concerns, though, even the most dire reports of a single aeon rarely inspire dramatic or immediate action.
Temporal Strike (Su) As a standard action, a bythos can touch a creature or object to displace it from time. If the target fails a DC 24 Fortitude save, it disappears from the present moment and reappears in the same location 1d4 rounds later as if no time had passed. If an object occupies that space, the creature appears in the closest available space to its original location—this displacement does not cause the creature any additional harm. The save DC is Charisma-based.
Void Form (Su) Though aeons aren’t incorporeal, their forms are only a semi-tangible manifestation of something greater. An aeon’s void form grants it a deflection bonus equal to 1/4 its Hit Dice (rounded down).
Lipika
Shrouded in a dark cloak, this featureless humanoid has four forearms that each split off at the elbow, and an eye on each of its eight palms.
Lipikas—also known as the Lords of Karma—are among the highest order of aeons. Unlike other aeons, their duality springs not from opposition but from understanding that all actions and reactions are the crests and troughs of the same cosmic wave. While it may seem to a casual observer that the Lords of Karma simply wander the universe looking for random events of importance, from the momentous to the mundane, what they are actually observing is the rhythm of causality, the way that one action becomes another and affects everything in the grand scheme of reality. Whatever they find, they inscribe in the cosmic memory of all aeons, and occult scholars believe that this cosmic memory finds its way to the Akashic Record, deep within the heart of the Astral Plane. These powerful creatures not only observe and report; they also meddle. Lipikas consider themselves the judges of willful karma, sometimes manipulating the cycle of mortal lives and reincarnations. This often leads to friction with psychopomps, other agents of Purgatory, and those who would steal, use, or destroy souls—such as daemons and night hags. The reason for the aeons’ interest is difficult to ascertain. There seems to be no overriding philosophy concerning the nature or purpose of the souls lipikas manipulate. This has led many occult scholars to theorize that the lipikas’ connection to the Akashic Record is more direct, going so far as to suggest that these aeons are its agents. Lipikas use their specialized abilities to interact with specific entities across the planes, especially ones who have been or are fated to be reincarnated—often at the lipikas’ own hands. Sometimes the aeons act as guides to such creatures, while at other times they set these subjects upon a new course entirely undirected. Unlike others of their kind, a lipika uses some bits and pieces of language to convey its messages—though often in a pidgin of all known languages that have existed or will exist—and takes considerable time and care when communicating with its subject, at least compared with other aeons. Lipikas give their subjects guidance on how to adjust their actions within their current forms to achieve some karmic imperative or progression of personal enlightenment. Often such advice seems to contradict any sense of intuition, reason, or cultural concepts of morality. A lipika is just as likely to chastise a righteous person for her charity and goodness as it is to scold an evil creature for its misdeeds. To the lipika, the balance of alignments and morality is inconsequential beside the realities of action and the bonds of cause and effect. When not focused on performing a specific task, lipikas deliver messages, omens, and portents to both those who seek their wisdom and those who do not. These messages are often signs of enormous events of great significance that might not occur within the recipients’ lifetimes, but the lipikas maintain that the subjects’ actions are nonetheless inf luential. At other times, lipikas appear merely to guide reincarnated souls or spirits destined to be reincarnated. A lipika that is focused on a specific task—whether observing a significant historical event or delivering a message to another being—typically ignores other creatures unless they attempt to delay it from performing its assigned task, at which point it may become violent in its reactions. While it seems they would rather manipulate events subtly, lipikas are capable of great force when faced with those who would thwart their plans. On rare occasions these aeons appear and create conflicts, claiming that great damage to the multiverse is being done by actions taken by a civilization—actions that are often so minute their consequences might seem arbitrary to the subjects of the aeon’s attention. Worse still, the appearance of a lipika can herald the coming of even greater displays of aeon power. Sages of occult lore theorize that the information lipikas inscribe into the Akashic Record directly informs the agenda of the concept or entity known as the Monad, and that this information is disseminated to pleromas—more powerful aeons who are direct representatives of the Monad. If this theory is correct, the information scribed by lipikas is of grave consequence to entire civilizations, as pleroma aeons are tasked with acts of creation and destruction that can sometimes impact entire worlds. Those who subscribe to more traditional theories of the multiverse see the connection between lipikas and pleromas in more direct terms. If a lipika cannot accomplish its goals, it calls in a pleroma to enact the strange and inexplicable will of the aeons, often to devastating ends. However, the goals of lipikas are typically so abstract that their intervention often seems random, and few mortals have figured out how to placate them. Lipikas stand about 13 feet tall but rarely weigh more than 200 pounds—their bodies seem to be hollow. Little distinguishes one lipika from another except the patterns upon their forearms and the colors of their palm-eyes.
N Large (, )
Init +10; Senses 60 ft.; Perception +34
DEFENSE
AC 30, touch 23, flat-footed 24 (+6 deflection, +6 Dex, +1 dodge, +8 natural, –1 size)
hp 300 (24d10+168)
Fort +23, Ref +16, Will +23
Defensive Abilities karmic defense; cold, critical hits, poison; electricity 10, fire 10; 29
OFFENSE
Speed 60 ft. (perfect)
Melee 4 slams +29 (4d6+6 plus karmic link)
Ranged 4 force blasts +29 touch (10d6 force damage/19–20)
Special Attacks force blast, karmic strike
(CL 20th; concentration +26)
Constant—analyze aura
At will—plane shift (DC 23), telekinesis (DC 21)
3/day—geas/quest
1/day—reincarnate
STATISTICS
Str 22, Dex 23, Con 24, Int 22, Wis 25, Cha 23
Base Atk +24; +30; CMD 53
Feats Combat Casting, Combat Reflexes, Dodge, Flyby Attack, Great Fortitude, Improved Critical (force blast), Improved Great Fortitude, Improved Initiative, Improved Iron Will, Iron Will, Lightning Reflexes, Mobility
Skills Bluff +33, Diplomacy +30, Fly +41, Intimidate +30, Knowledge (arcana, history, nobility, planes, religion) +45, Knowledge (dungeoneering, engineering, geography, local, nature) +20, Perception +34, Sense Motive +34, Spellcraft +20
Languages envisaging
SQ extension of all, void form
ECOLOGY
Environment any (Outer Planes)
Organization solitary
Treasure none
SPECIAL ABILITIES
Envisaging (Su) Aeons communicate wordlessly, almost incomprehensibly. Caring little for the wants and desires of other creatures, they have no need to engage in exchanges of dialogue. Instead, aeons mentally scan beings for their thoughts and intentions, and then retaliate with flashes of psychic projections that emit a single concept in response to whatever the other being was thinking. The flash is usually a combination of a visual and aural stimulation, which displays how the aeon perceives future events might work out. For instance, an aeon seeking to raze a city communicates this concept to non-aeons by sending them a vivid image of the city crumbling to ash. An aeon’s envisaging functions as a non-verbal form of telepathy. Aeons cannot read the thoughts of any creature immune to mind-affecting effects.
Extension of All (Ex) Through an aeon’s connection to the multiverse, it gains access to strange and abstruse knowledge that filters through all existence. Much of the knowledge is timeless, comprised of events long past, present, and potentially even those yet to come. Aeons gain a racial bonus equal to half their racial Hit Dice on all Knowledge skill checks. This same connection also binds them to other aeons. As a result, they can communicate with each other freely, over great distances as if using telepathy. This ability also works across planes, albeit less effectively, allowing the communication of vague impressions or feelings, not specific details or sights. Due to the vast scope of the aeon race’s multiplanar concerns, though, even the most dire reports of a single aeon rarely inspire dramatic or immediate action.
Force Blast (Su) A lipika can fire a force blast as an attack action or four force blasts as a full-attack action. These blasts are ranged touch attacks with a maximum range of 300 feet. Each force blast deals 10d6 points of damage and has a critical threat range of 19–20. This is a force effect.
Karmic Defense (Su) A lipika’s defenses shift according to the threats it faces. A lipika gains an insight bonus to its AC equal to its Wisdom modifier (+7) for 1 round after it has taken damage from a melee or ranged attack. If damaged by an attack that deals energy damage, the lipika gains immunity to that type of energy for 1 round. Additionally, when a spellcaster successfully casts an offensive spell that penetrates the lipika’s spell resistance, the spellcaster is also affected by the spell as if it were reflected by spell turning (even if the spell would normally not be affected by spell turning, such as a spell that affects an area).
Karmic Link (Su) A lipika’s slam attacks turn their enemies’ aggression back upon them. Each time a creature is hit by a lipika’s slam attack, it must succeed at a DC 29 Will save. If the creature fails, for the next minute, whenever it damages the lipika, the lipika takes only half the damage and the target of the karmic link takes the remaining damage. Multiple failed saving throws against karmic link increase the duration but have no other effect. The save DC is Wisdom-based.
Karmic Strike (Su) When a lipika is hit by a melee or ranged attack, it can make an attack of opportunity against the creature that attacked it. The lipika’s attack of opportunity must come in the form of a slam attack (if it was struck in melee and can reach its foe) or a force blast (if it was hit by a ranged attack or otherwise cannot reach).
Void Form (Su) Though aeons aren’t incorporeal, their forms are only a semi-tangible manifestation of something greater. An aeon’s void form grants it a deflection bonus equal to 1/4 its Hit Dice (rounded down).
Pleroma
Within the shadows of this vaguely humanoid figure stir swirling colors and spheres, as if it encompassed all the night sky.
The pleroma is the most powerful of all the aeons. As a manifestation of the opposing acts of creation and destruction, a pleroma exists in a state of flux, its very form shifting between creation and oblivion within the ebon folds of its vaporous cloak. One who gazes upon a pleroma could spend days studying the continual changes of its form, which most resemble the shifting of celestial bodies within the universe sped up to a pace at which the swirling of galaxies and the tumble of planets form a strange dance. Pleromas view the concepts of creation and oblivion not so much as separate processes, but rather as two parts of a cyclical passage that everything in existence must explore. Pleromas guide this progression, ensuring everything remains balanced, such that whatever is created can be destroyed, and that nothing becomes so static that these two processes slow to a halt. For everything that attains a state of semi-permanence, there must be many more things that do not, or rather that cannot ever be reformed into a state of permanence. While pleromas believe in eternity, they understand that eternity is cyclical and infinity is something that repeats itself. Therefore, eternity and infinity are states that can be changed, or altered, if only slightly. Pleromas maintain such changes are necessary to keep the cosmos from becoming static and unbalanced, a state they refer to as apocalypse, or the end of everything. Of all the aeons, pleromas possess the strongest connection to the entity or concept they refer to as Monad. All aeons believe themselves to be extensions of this entity, and while they act freely and independently of the entity, they always act within the constricts of its will or needs. This behavior is not so much a state of servitude as a symbiosis in which the actions of the pleromas are universally beneficial to both themselves and the entity they are part of. Pleromas describe Monad as the sentience of the multiverse, from which all things are created through the recycling of everything that ever existed. Pleromas typically travel alone. Their arrival in a region almost always heralds some sort of dramatic change. They pay little mind to the wants and needs of other creatures, and remain entirely focused upon their primary task. They avoid conflicts of ethics, wars, and similar pursuits, save when manipulating such events would help to restore the balance between creation and oblivion. Should any be so foolish as to attempt to interfere with or sway their work, pleromas immediately retaliate by bringing all of their significant powers and devastating abilities to bear until the intervention is destroyed.
N Large (, )
Init +12; Senses 120 ft., 120 ft., true seeing; Perception +41
DEFENSE
AC 36, touch 24, flat-footed 27 (+6 deflection, +8 Dex, +1 dodge, +12 natural, –1 size)
hp 324 (24d10+192); 10
Fort +24, Ref +18, Will +26
cold, critical hits, poison; electricity 10, fire 10; 31
OFFENSE
Speed 0 ft., 60 ft. (perfect)
Melee touch +30 (20d8 energy)
Space 10 ft.; Reach 10 ft.
Special Attacks sphere of creation, sphere of oblivion
(CL 20th; concentration +27)
At will—create food and water, mending, rusting grasp (DC 21), stone shape, wood shape (DC 19)
7/day—fabricate, plant growth, sculpt sound, shout (DC 21)
5/day—break enchantment, daylight, deeper darkness, freedom of movement, major creation
3/day—disintegrate (DC 23), horrid wilting (DC 25)
1/day—mage’s disjunction (DC 26), wish (DC 26)
Cleric Spells Prepared (CL 20th; concentration +30)
9th—astral projection, gate, implosion (3, DC 29)
8th—cloak of chaos (DC 28), holy aura (DC 28), shield of law (DC 28), summon monster VII, unholy aura (DC 28)
7th—blasphemy (DC 27), destruction (DC 27), dictum (DC 27), holy word (DC 27), word of chaos (DC 27)
6th—banishment (DC 26), forbiddance (DC 26), geas, legend lore, repulsion (DC 26), veil (DC 26)
5th—contact other plane, dispel chaos (DC 25), dispel evil (DC 25), dispel good (DC 25), dispel law (DC 25), teleport
4th—chaos hammer (DC 24), holy smite (DC 24), order’s wraith (DC 24), restoration, scrying (DC 24), unholy blight (DC 24)
3rd—clairaudience/clairvoyance, magic circle against chaos, magic circle against evil, magic circle against good, magic circle against law, suggestion (DC 23)
2nd—align weapon, detect thoughts (DC 22), enthrall (DC 22), make whole, see invisibility, undetectable alignment, zone of truth (DC 22)
1st—detect chaos, detect evil, detect good, detect law, identify, magic aura, true strike
0 (at will)—create water, detect magic, guidance, read magic
STATISTICS
Str 24, Dex 27, Con 26, Int 26, Wis 31, Cha 25
Base Atk +24; +32; CMD 57 (can’t be tripped)
Feats Alertness, Combat Casting, Combat Reflexes, Dodge, Great Fortitude, Improved Initiative, Improved Iron Will, Iron Will, Lightning Reflexes, Lightning Stance, Mobility, Wind Stance
Skills Appraise +30, Bluff +32, Fly +16, Heal +30, Intimidate +27, Knowledge (arcana) +47, Knowledge (dungeoneering) +44, Knowledge (engineering) +44, Knowledge (nature) +47, Knowledge (planes) +47, Knowledge (religion) +47, Perception +41, Sense Motive +39, Spellcraft +30, Stealth +27, Use Magic Device +27
Languages envisaging
SQ extension of all, void form
ECOLOGY
Environment any (Outer Planes)
Organization solitary or tribunal (1 pleroma, 3 akhanas, and 2–5 theletos)
Treasure none
SPECIAL ABILITIES
Energy Touch (Su) A pleroma’s touch deals 20d8 points of damage from positive or negative energy, depending upon which type of energy would harm the creature touched. A pleroma’s touch never heals damage.
Envisaging (Su) Aeons communicate wordlessly, almost incomprehensibly. Caring little for the wants and desires of other creatures, they have no need to engage in exchanges of dialogue. Instead, aeons mentally scan beings for their thoughts and intentions, and then retaliate with flashes of psychic projections that emit a single concept in response to whatever the other being was thinking. The flash is usually a combination of a visual and aural stimulation, which displays how the aeon perceives future events might work out. For instance, an aeon seeking to raze a city communicates this concept to non-aeons by sending them a vivid image of the city crumbling to ash. An aeon’s envisaging functions as a non-verbal form of telepathy. Aeons cannot read the thoughts of any creature immune to mind-affecting effects.
Extension of All (Ex) Through an aeon’s connection to the multiverse, it gains access to strange and abstruse knowledge that filters through all existence. Much of the knowledge is timeless, comprised of events long past, present, and potentially even those yet to come. Aeons gain a racial bonus equal to half their racial Hit Dice on all Knowledge skill checks. This same connection also binds them to other aeons. As a result, they can communicate with each other freely, over great distances as if using telepathy. This ability also works across planes, albeit less effectively, allowing the communication of vague impressions or feelings, not specific details or sights. Due to the vast scope of the aeon race’s multiplanar concerns, though, even the most dire reports of a single aeon rarely inspire dramatic or immediate action.
Spells A pleroma casts spells as a 20th-level cleric, but does not have access to domains. A pleroma can cast certain sorcerer/wizard spells as divine spells.
Sphere of Creation (Su) Three times per day, the pleroma can manifest a 2-foot-diameter sphere of white energy that hovers above its left hand. By concentrating, the pleroma can control this sphere, causing it to fly slowly at a speed of 10 feet per round. The sphere can travel in any direction, but must remain within 300 feet of the pleroma or it immediately dissipates. Wherever the sphere travels, it leaves behind a 5-foot-wide path of new matter, creating either new terrain (such as swamp, tundra, desert, or forest) or a 10-foot-square wall composed of a single natural substance (such as clay, wood, or stone). Any existing matter, either living or nonliving that comes in contact with the sphere must make a DC 30 Fortitude save or be absorbed and incorporated into the new substance (only freedom, miracle, or wish can rescue creatures so trapped). Creatures that save are pushed to the nearest unoccupied location adjacent to the newly created substance. The sphere is highly unstable and only lasts 1d4 minutes before exploding with a blinding flash. All creatures within 30 feet of the flash must make a DC 30 Fortitude save or be permanently blinded. The save DCs are Constitution-based.
Sphere of Oblivion (Su) Three times per day, the pleroma can manifest a 2-foot-diameter sphere of complete and utter darkness that hovers above its right hand. The sphere is an empty void similar to a sphere of annihilation. Any matter (living or nonliving) that touches the sphere must succeed on a DC 30 Fortitude save or be sucked into the sphere and destroyed. Larger objects (such as ships or buildings) are destroyed at a rate of one 10-foot cube per round of contact with the sphere. By concentrating, the pleroma can control this sphere, causing it to fly slowly at a speed of 10 feet per round. The sphere can travel in any direction, but must remain within 300 feet of the pleroma or it immediately dissipates. The sphere is highly unstable and only lasts 1d4 minutes before harmlessly imploding upon itself. Alternatively, the pleroma may hurl the sphere as a ranged touch attack (with a 10-foot range increment) against a single creature. When thrown in this manner, the sphere implodes immediately after the attack is resolved. The save DCs are Constitution-based.
Void Form (Su) Though aeons aren’t incorporeal, their forms are only a semi-tangible manifestation of something greater. An aeon’s void form grants it a deflection bonus equal to 1/4 its Hit Dice (rounded down).