Gray
This gray-skinned humanoid has long, willowy limbs and a bulbous head with oversized black eyes.
Enigmatic grays travel the Material Plane in search of knowledge and living specimens for research, yet little is known about their motivations or where exactly they come from. Stories of encounters with these creatures often take the form of poorly remembered nightmares from those who experience a gray’s sleep paralysis. Some abductees recall being brought aboard the grays’ vast, otherworldly vessels and subjected to nightmarish experiments, while others have vivid but terrifying memories of being confined in cramped, dark places that are seemingly alive. In spite of the differences in their experiences, those who have encountered grays universally find their presence alien, condescending, and sinister. Grays’ movements and expressions are disturbing and inhuman, and their intentions remain inscrutable. Through telepathic contact with the beings, their victims detect a constant, unwavering malevolence. Beyond that, the grays’ faces and full, black eyes show little emotion. Their movements are efficient, and they frequently spend several seconds in deliberation before each move they make. They seem to communicate with their own kind using only telepathy, forgoing even body language or eye contact.
NE Small (gray)
Init +3; Senses 30 ft.; Perception +8
DEFENSE
AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
hp 39 (6d8+12)
Fort +4, Ref +4, Will +9
OFFENSE
Speed 20 ft.
Melee touch +2 (sensory overload)
Special Attacks probe, sleep (DC 16)
(CL 5th, concentration +9)
7 PE—anticipate thoughts (2 PE, DC 16), mind thrust II (2 PE, DC 16), sleep (1 PE, DC 15)
(CL 5th; concentration +9)
Constant—blink
STATISTICS
Str 9, Dex 16, Con 15, Int 18, Wis 14, Cha 17
Base Atk +3; +1; CMD 13
Feats Combat Casting, Improved Iron Will, Iron Will
Skills Heal +8, Knowledge (any one) +10, Knowledge (arcana) +7, Knowledge (planes) +10, Perception +8, Sense Motive +8, Spellcraft +10
Languages Aklo (can’t speak); 100 ft.
ECOLOGY
Environment any
Organization solitary, pair, or invasion (6–12)
Treasure standard
SPECIAL ABILITIES
Phase (Su) A gray has the ability to become out of phase, allowing it to pass through walls or material obstacles. In order to use this ability, a gray must begin and end its turn outside of whatever wall or obstacle it’s moving through. A gray can’t move through corporeal creatures with this ability, and its movement speed is halved while moving through a wall or obstacle. This innate acumen with phasing also lets a gray begin and end its blink spell-like ability as a free action on its turn.
Probe (Su) As a standard action, a gray can probe the mind of a single intelligent, conscious, helpless creature it touches. Each minute it can scan for an answer to a simple question (such as, “Where is your family hiding?”) or for information on a general topic the subject knows. In addition, as long as the gray has probed the subject for at least 1 minute, it can choose one Knowledge skill the subject has at least 1 rank in and make Knowledge checks using the subject’s skill modifier instead of its own for the next 24 hours. This is a mind-affecting effect.
Sensory Overload (Su) Any creature hit by a gray’s touch is stunned by sensory overload for 1d4 rounds unless it succeeds at a DC 16 Will save. A gray can’t use sensory overload and probe at the same time, and must choose only one of these to use each time it touches a creature. The save DC is Intelligence-based.
Sleep Paralysis (Su) As a standard action, a gray can paralyze a sleeping creature within 30 feet that it can see. Targets who succeed at a DC 17 Will save remain asleep and are immune to the same gray’s sleep paralysis for 24 hours. A creature who fails awakens and is paralyzed for 1d6 minutes. Any attack or hostile action other than a gray’s probe ability ends this paralysis. If the paralysis is not interrupted early, at the end of its duration the victim falls back asleep and has no memory of the event, as if its memory were eliminated by modify memory. The creature attempts a Will save against the memory erasure, and if it succeeds it remembers the paralysis and probing but with imperfect clarity. This is a mind-affecting effect. The save DC is Intelligence-based.
Elder Thing
This strange being has a star-shaped head and numerous writhing appendages arranged radially around its barrel-shaped body.
Known by various names on various worlds, but most often as “elder things” or “old ones,” these alien creatures are interested in creating lasting works of art, architecture, and even life (such as the dreaded shoggoths). They possess a boundless capacity for war and egotism. A typical elder thing is 6 feet tall from head to foot, with a 7-foot wingspan. Surprisingly heavy for its size, an elder thing generally weighs about 450 pounds.
LN Medium (aquatic)
Init +2; Senses , 60 ft.; Perception +13
DEFENSE
AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
hp 59 (7d8+28)
Fort +8, Ref +4, Will +8
cold; fire 10
OFFENSE
Speed 30 ft., 20 ft. (clumsy), 40 ft.
Melee 5 tentacles +7 (1d4+2 plus )
Special Attacks (1d4+2)
STATISTICS
Str 15, Dex 14, Con 19, Int 20, Wis 16, Cha 17
Base Atk +5; +7 (+11 grapple); CMD 19 (can’t be tripped)
Feats Combat Expertise, Combat Reflexes, Endurance, Great Fortitude
Skills Disable Device +9, Fly +4, Heal +10, Knowledge (arcana) +12, Perception +13, Spellcraft +15, Survival +13, Swim +20, Use Magic Device +10
Languages Elder Thing
SQ , hibernation, limited starflight,
ECOLOGY
Environment any
Organization solitary, pair, pod (3–8), or expedition (9–16)
Treasure standard
SPECIAL ABILITIES
Hibernation (Ex) An elder thing can enter a state of hibernation at will; doing so takes 1 minute. While in this state, it can take no actions and is effectively helpless, as if it were in a deep sleep. An elder thing can remain in hibernation for as long as it wishes— while in this state, it does not need to eat or drink, nor does it age. Time effectively stands still for a hibernating elder thing. If it is jostled or damaged while hibernating, an elder thing can attempt a DC 20 Will save. If it succeeds, it awakens in 2d4 rounds. Otherwise, it takes 1d4 days to awaken from hibernation. An elder thing can set the length of its hibernation when it first enters this state, so that it can awaken after a set amount of time has passed. When awakening at a set time in this manner, an elder thing needs only 1d3 rounds to rouse itself, with no Will saving throw necessary.
Limited Starflight (Ex) An elder thing can survive in the void of outer space, and its wings allow it to use its fly speed in that environment despite the lack of air. Unlike creatures with full starflight, an elder thing’s ability to fly in outer space does not allow it to reach unusually high speeds—an elder thing that wishes to travel from one planet to another typically calculates the distance and then hibernates for the majority of the journey, relying on its momentum and inertia to carry it to its destination while it slumbers along the way.
Mi-Go
This unnaturally graceful creature has a bulbous fungoid lump for a head, spiny insectoid wings, and a tangle of spiky, clawed legs.
Mi-go are both scientists and colonists—extraterrestrial travelers from deep space who view the universe as a canvas to be mastered and controlled. Their numbers on any particular planet can vary, but taken on a galactic scale, are mind-numbing in scope. Although a mi-go’s shape might suggest it is an arthropod, the creature is in fact a highly evolved form of extraterrestrial fungus. Mi-go communicate via a combination of clicking pincers and subtle shifts in the coloration of their bulbous heads. A typical mi-go is roughly the size of a human, but weighs only 90 pounds.
NE Medium
Init +5; Senses 30 ft., ; Perception +12
DEFENSE
AC 20, touch 16, flat-footed 14 (+5 Dex, +1 dodge, +4 natural)
hp 66 (7d8+35)
Fort +10, Ref +7, Will +4
5/slashing; cold, ; electricity 10, fire 10
OFFENSE
Speed 30 ft., 50 ft. (good)
Melee 4 claws +10 (1d4+3 plus )
Special Attacks evisceration, grab, sneak attack +2d6
STATISTICS
Str 16, Dex 20, Con 21, Int 25, Wis 14, Cha 15
Base Atk +5; +8 (+12 grapple); CMD 24 (32 vs. trip)
Feats Combat Reflexes, Deceitful, Dodge, Weapon Finesse
Skills Bluff +18, Disable Device +12, Disguise +18, Fly +9, Heal +9, Knowledge (arcana, geography) +14, Perception +12, Spellcraft +14, Stealth +15
Racial Modifiers +4 Bluff, +4 Disguise
Languages Aklo, Common, Mi-Go
SQ deceptive, item creation, , starflight
ECOLOGY
Environment any
Organization solitary, pair, scouting party (3–9), or invasion (9–16)
Treasure double
SPECIAL ABILITIES
Deceptive (Ex) A mi-go is a master of deception. It gains a +4 racial bonus on Bluff and Disguise checks. Bluff and Disguise are always class skills for a mi-go.
Evisceration (Ex) A mi-go’s claws are capable of swiftly and painfully performing surgical operations upon helpless creatures or those it has grappled. When a mi-go makes a successful grapple check, in addition to any other effects caused by a successful grapple, it deals sneak attack damage to the victim. A creature that takes this damage must succeed at a DC 18 Fortitude save or take 1d4 points of ability damage from the invasive surgery (the type of ability damage dealt is chosen by the mi-go at the time the evisceration occurs). The save DC is Dexterity-based.
Item Creation (Ex) A mi-go possesses the ability to create strange items that blur the line between magic and technology, given time and resources. This ability allows a mi-go to ignore all of the Item Creation feat requirements and spellcasting requirements for creating a magic item; the resulting item is always mi-go technology. A mi-go can use the Heal skill to craft mi-go technology. When a mi-go uses this ability to craft an item, it must use a larger amount of strange ingredients and expendable resources—this effectively doubles the gp cost to create the item.
Starflight (Su) A mi-go can survive in the void of outer space. It flies through space at incredible speeds. Although exact travel times vary, a trip within a single solar system normally takes 3d20 months, while a trip beyond normally takes 3d20 years (or more, at the GM’s discretion)—provided the mi-go knows the way to its destination.
Denizen of Leng
Shrouded in tattered leather robes, this strange humanoid looks more alien and horrific the more one studies its twitching visage.
These eerie denizens travel the universe from their strange homeland of Leng, walking uncontested only when they disguise themselves as humans by wearing loose-fitting robes and wrappings about the head and face. Under these disguises, they have horned brows, clawed fingers, mouths full of tentacles, and crooked goatish legs with cloven hooves. Many scholars have argued over where the otherworldly realm of Leng lies— some believe it can be found among the Outer Planes, while others are convinced it can only be reached via a dimension of dreams. The denizens of Leng can travel to other planes freely, and often do so in strange, black ships, constantly seeking new breeds of slaves or trading rubies for unusual services or magical treasures. At other times, their visits are much more violent, focusing on abducting victims for use as slaves or worse. On Leng, these denizens have long fought a war against that realm’s monstrous spiders, a war that sometimes spills over into other worlds. A denizen of Leng weighs 200 pounds and stands roughly 5-1/2 feet tall.
CE Medium (, , )
Init +4; Senses 60 ft.; Perception +16
DEFENSE
AC 21, touch 15, flat-footed 16 (+4 Dex, +1 dodge, +6 natural)
hp 95 (10d10+40); planar 5
Fort +11, Ref +11, Will +6
Defensive Abilities no breath, unusual anatomy; poison; cold 30, electricity 30; 19
OFFENSE
Speed 40 ft.
Melee bite +14 (1d6+2 plus 1d6 Dexterity drain), 2 claws +14 (1d4+2)
Special Attacks sneak attack +5d6
(CL 10th; concentration +15)
Constant—tongues
3/day—detect thoughts (DC 17), hypnotic pattern (DC 17), levitate, minor image (DC 17)
1/day—locate object, plane shift (DC 20, self only)
STATISTICS
Str 14, Dex 18, Con 19, Int 18, Wis 17, Cha 21
Base Atk +10; +12; CMD 27
Feats Deceitful, Dodge, Mobility, Persuasive, Weapon Finesse
Skills Bluff +22, Diplomacy +7, Disable Device +14, Disguise +12 (+16 as humanoid), Intimidate +12, Knowledge (any one) +17, Perception +16, Profession (sailor) +8, Sense Motive +16, Sleight of Hand +17, Spellcraft +12, Stealth +17, Use Magic Device +18
Racial Modifiers +4 Disguise when disguised as a Medium humanoid
Languages Aklo; tongues
ECOLOGY
Environment any land
Organization solitary, gang (2–5), or crew (6–15)
Treasure double (500 to 2,000gp in rubies, other treasure)
SPECIAL ABILITIES
Dexterity Drain (Su) The otherworldly teeth and tongues of a denizen of Leng deal 1d6 points of Dexterity drain with a bite. Constructs, elementals, and other creatures that do not possess flesh are immune to this effect. A successful DC 19 Fortitude save reduces the Dexterity drain to 1 point. The save DC is Constitution-based.
Planar Fast Healing (Su) A denizen of Leng maintains a connection to Leng at all times, and when away from Leng, it has fast healing 5. It loses this ability on Leng or in areas where planar connections do not function. If killed, a denizen’s body dissolves into nothingness in 1d4 rounds, leaving behind its equipment. A slain denizen reforms in Leng, similar to a slain summoned creature; it can only be permanently killed if its fast healing is negated.
Unusual Anatomy (Ex) A denizen’s internal anatomy varies from individual to individual, and has a 50% chance to treat any critical hit or sneak attack against it as a normal hit.
Shantak
Larger than an elephant, this scaly, bird-like creature has a vaguely horse-like head and vast, slime-encrusted wings.
Shantaks speak in a shrill voice that sounds like glass grinding against stone. They are intelligent creatures and cannot be trained as mounts—a would-be shantak rider must use diplomacy or magic to secure a shantak’s cooperation as a mount, and even then, shantaks have a tendency to deliberately strand riders in dangerous areas. Many shantaks have a strange and irrational fear of certain creatures, such as the faceless nightgaunts said to dwell in certain remote mountains, or specific types of harpies or gargoyles in more civilized regions. A shantak avoids confrontations with these types of creatures if possible. A shantak’s ability to travel the gulfs of space ensures that these scaly, bird-like creatures can be found on numerous worlds. Yet despite this unique ability, shantaks are generally quite reluctant to seek out new worlds unless faced with no other option, for a shantak knows well that an attempt to fly to an unknown world could easily result in being lost forever in the gulfs of space.
CE Huge
Init +3; Senses 60 ft., ; Perception +3
DEFENSE
AC 21, touch 11, flat-footed 18 (+3 Dex, +10 natural, –2 size)
hp 104 (11d10+44)
Fort +11, Ref +10, Will +6
Defensive Abilities slippery; cold, disease
OFFENSE
Speed 20 ft., 80 ft. (average)
Melee bite +17 (2d6+8), 2 talons +17 (1d8+8 plus )
Space 15 ft.; Reach 15 ft.
STATISTICS
Str 26, Dex 17, Con 19, Int 8, Wis 17, Cha 10
Base Atk +11; +21 (+25 grapple); CMD 34 (42 vs. grapple)
Feats Awesome Blow, Flyby Attack, Hover, Improved Bull Rush, Power Attack, Wingover
Skills Escape Artist +11, Fly +13
Racial Modifiers +8 Escape Artist
Languages Aklo
SQ , share defenses, starflight
ECOLOGY
Environment cold mountains
Organization solitary, pair, or flock (3–12)
Treasure none
SPECIAL ABILITIES
Share Defenses (Su) As a free action, a shantak can extend its no breath ability and cold immunity to a single creature touching it. It can withdraw this protection as a free action.
Slippery (Ex) A shantak’s scales seep slippery slime. This grants the creature a +8 bonus on all Escape Artist checks and to its CMD against grapples, and imparts a –5 penalty on all Ride checks made by creatures attempting to ride a shantak.
Starflight (Su) A shantak can survive in the void of outer space. It flies through space at an incredible speed. Although exact travel times vary, a trip within a single solar system should take 3d20 hours, while a trip beyond should take 3d20 days (or more, at the GM’s discretion)— provided the shantak knows the way to its destination.
Yaddithian
This insectile biped has a tapir-like snout and is unmistakably alien in appearance, despite its vaguely humanoid shape.
Yaddithians are an ancient race of scholarly starfarers. Bholes consumed their home planet long ago; the survivors fled to other worlds across the universe. It is rare to find a yaddithian less powerful than the wizard above.
Yaddithian wizard 9
N Medium
Init +2; Senses 60 ft.; Perception +11
DEFENSE
AC 15, touch 13, flat-footed 13 (+1 deflection, +2 Dex, +2 natural)
hp 61 (9d6+27)
Fort +5, Ref +5, Will +5
cold 5
OFFENSE
Speed 20 ft.
Melee +1 dagger +6 (1d4+2), claw +0 (1d4)
Ranged +1 dagger +7 (1d4+2)
Special Attacks hand of the apprentice (7/day)
Wizard Spells Prepared (CL 9th; concentration +13)
5th—feeblemind (DC 19)
4th—detect scrying, dimension door, scrying (DC 18)
3rd—displacement, fly, lightning bolt (DC 17), sleet storm
2nd—alter self, blindness/deafness (3, DC 16), mirror image
1st—mage armor, magic missile (2), shield, ventriloquism (DC 15)
0 (at will)—arcane mark, daze (DC 14), detect magic, read magic
STATISTICS
Str 12, Dex 14, Con 15, Int 19, Wis 8, Cha 8
Base Atk +4; +5; CMD 18
Feats Combat Casting, Craft Wondrous Item, Eschew Materials, Scribe Scroll, Silent Spell, Skill Focus (Perception), Spell Penetration
Skills Knowledge (arcana, dungeoneering, history, planes) +18, Perception +11, Spellcraft +18
Racial Modifiers +2 Knowledge (all), +2 Spellcraft
Languages Aklo, Elder Thing, Mi-go, Yaddithian, Yithian
SQ arcane bond (amulet), arcane school (universalist), cosmic mind, long-lived, metamagic mastery (1/day),
ECOLOGY
Environment any
Organization solitary, pair, or conclave (3–16)
Treasure NPC gear (+1 dagger, amulet of natural armor +1, handy haversack, ring of protection +1, wand of acid arrow [50 charges], other treasure)
SPECIAL ABILITIES
Cosmic Mind (Ex) A Yaddithian gets a +2 racial bonus on Knowledge and Spellcraft checks. A yaddithian spellcaster who would store spells in a spellbook or familiar instead stores those spells in its mind (but must expend the normal resources to learn new spells).
Long-Lived (Ex) Yaddithians live for thousands of years; they gain no benefit or penalty from aging and are immune to magical aging effects.
YADDITHIAN CHARACTERS
Yaddithians are defined by their class levels—they don’t have racial Hit Dice. They have the following racial traits.
+2 Constitution, +2 Intelligence, –2 Wisdom.
Slow: Yaddithians have a land speed of 20 feet.
Darkvision: Yaddithians can see in the dark up to 60 feet.
Defensive Abilities: Yaddithians have cold resistance 5 and the no breath ability.
Claws: A Yaddithian has two claws that deal 1d4 points of damage each.
Rugose: A Yaddithian gains a +1 natural armor bonus.
Cosmic Mind: A Yaddithian gets a +2 racial bonus on Knowledge and Spellcraft checks. A yaddithian spellcaster who would store spells in a spellbook or familiar instead stores those spells in its mind (but must expend the normal resources to learn new spells).
Long-Lived: Yaddithians live for thousands of years; they gain no benefit or penalty from aging and are immune to magical aging effects.
Languages: Yaddithians begin play speaking Yaddithian. Those with high Intelligence scores can choose any language as a bonus language.
Yangethe
This six-eyed horror is vaguely shaped like a dead tree, but one with claws and tentacles and spidery legs.
One of the countless creatures bred and engineered by eldritch horrors from beyond the stars, yangethes have, over the eons, developed keen intellects and desires of their own. Unless slain by violence, a yangethe is immortal.
CE Large
Init +4; Senses 120 ft., 60 ft.; Perception +19
DEFENSE
AC 23, touch 13, flat-footed 19 (+4 Dex, +10 natural, –1 size)
hp 115 (11d8+66)
Fort +9, Ref +9, Will +12
10/slashing or piercing; cold, fear, mind-affecting effects; 20
OFFENSE
Speed 40 ft.
Melee 2 claws +14 (1d6+7), 4 tentacles +13 (1d6+3 plus )
Space 10 ft.; Reach 10 ft.
Special Attacks feeding tentacles, psychic blast
(CL 10th; concentration +13)
Constant—air walk
At will—darkness, telekinesis (DC 18), tree shape
1/year—interplanetary teleport (self plus 50 lbs. of objects only)
(CL 10th; concentration +13)
20 PE—control summoned creature (4 PE, DC 17), demand (8 PE, DC 21), fear (4 PE, DC 17), quickened true strike (1 PE)
STATISTICS
Str 24, Dex 18, Con 22, Int 17, Wis 21, Cha 17
Base Atk +8; +16 (+20 grapple); CMD 30 (can’t be tripped)
Feats Combat Casting, Combat Expertise, Lightning Reflexes, Multiattack, Quicken Spell-Like Ability (true strike), Weapon Focus (tentacles)
Skills Knowledge (arcana, geography) +14, Knowledge (engineering) +17, Perception +19, Sense Motive +16, Spellcraft +17, Use Magic Device +14
Languages Aklo; 60 ft.
SQ
ECOLOGY
Environment cold forests or vacuum
Organization solitary, pair, or cluster (3–8)
Treasure standard
SPECIAL ABILITIES
Feeding Tentacles (Su) As a standard action, a yangethe can use its mouth tentacles to feed on a helpless creature or a creature it is currently grappling. In this case, if the yangethe hits with a melee touch attack, the feeding tentacles wrap around the target’s body and riddle it with thousands of tiny filaments that siphon away the victim’s emotions. This attack deals 1d4 points of Charisma drain. The yangethe heals 5 points of damage for every point of Charisma it drains in this manner. As long as a creature continues to suffer any of this Charisma drain, each time it attempts to sleep, it is affected by a nightmare spell (CL 10th, DC 20) and has terrifying dreams wherein the experience of being fed upon by the yangethe takes on greater and greater levels of horror. All effects from the feeding tentacles are mind-affecting effects.
Psychic Blast (Su) Once per day as a standard action, a yangethe can emit a blast of psychic energy from its mind in a 30-foot-radius burst centered on itself. All creatures in this area take 6d6 points of nonlethal damage from the intense pain and are confused for 1d6 rounds. A successful DC 18 Will save halves the damage and negates the confusion. This is a mind-affecting effect. The save DC is Charisma-based.
Shining Child
Surrounded by a nimbus of near-blinding light, this strange creature looks something like an emaciated child with clawed hands.
Creatures of burning light and strange geometry, shining children are a terror to behold. Beyond the flares of energy that constantly burst from their forms (particularly in beam-like gouts from their eyes and mouths), the creatures are vaguely humanoid, with strange hands that each bear four fingers. Occasionally summoned by powerful wizards in search of rare arcane knowledge, the shining children (who disdain individual names) communicate via telepathy, a psychic roar like metal tearing that sometimes resolves into strained and raspy words. Though they harbor many secrets, their greatest secret may be their own origin. Numerous theories abound—that the shining children are beings from another dimension, avatars of a dying star grown sentient, or creatures of light battling living darkness at the edge of reality. A shining child stands just over 4-1/2 feet tall and weighs 85 pounds.
CE Medium (, )
Init +7; Senses 120 ft.; Perception +25
Aura blinding light (60 feet)
DEFENSE
AC 28, touch 21, flat-footed 24 (+7 deflection, +3 Dex, +1 dodge, +7 natural)
hp 152 (16d10+64)
Fort +14, Ref +10, Will +10
blindness, fire, poison; cold 10, sonic 10
OFFENSE
Speed 30 ft., 50 ft. (perfect)
Melee 2 touches +19 (4d10 fire plus burning touch)
Ranged searing ray +19 touch (10d6 fire)
(CL 12th; concentration +19)
At will—greater teleport (self plus 50 lbs. of objects only), light, major image (DC 20)
3/day—greater dispel magic, mirage arcana (DC 20), rainbow pattern (DC 22), spell turning, sunbeam, wall of force
1/day—scintillating pattern (DC 25), screen (DC 25), symbol of insanity (DC 25)
STATISTICS
Str 10, Dex 17, Con 18, Int 15, Wis 11, Cha 24
Base Atk +16; +16; CMD 37
Feats Ability Focus (blinding light), Dodge, Improved Initiative, Lightning Reflexes, Mobility, Skill Focus (Perception), Spring Attack, Weapon Finesse
Skills Bluff +26, Diplomacy +23, Fly +11, Intimidate +26, Knowledge (arcana) +21, Knowledge (planes) +21, Perception +25, Spellcraft +21, Use Magic Device +26
Languages 120 ft.
SQ radiant armor
ECOLOGY
Environment any land ()
Organization solitary, visitation (2–9), or incursion (11–20)
Treasure none
SPECIAL ABILITIES
Blinding Light (Ex) A shining child can radiate a 60-foot-radius aura of blinding light as a free action. Creatures within the affected area must succeed on a DC 25 Fortitude save or be permanently blinded. A creature that successfully saves cannot be affected again by the same shining child’s aura for 24 hours. The save is Constitution-based.
Burning Touch (Su) A shining child corrupts the positive energy within a living creature into an unnatural burning light. For the next 5 rounds after a successful touch attack by a shining child, the target takes 2d6 points of fire damage. The burning light can be “extinguished” by casting darkness or deeper darkness on the target, or by entering an area of natural darkness (not counting the light from the burning target).
Radiant Armor (Su) The light that surrounds a shining child grants a deflection bonus to its AC equal to its Charisma bonus. The bonus is negated as long as the shining child is in the area of effect of a spell with the darkness descriptor that is at least 3rd level.
Searing Ray (Su) A shining child’s primary attack is a ray of searing light. This attack has a range of 120 feet. The ray deals double damage to undead creatures.
Somalcygot
Four long antennae stretch from the face of this giant, multi-eyed flatworm. From its spiny, chitinous body emerge four tentacles.
Somalcygots are incredibly territorial; each claims roughly a mile-radius patch of desolate surface on a moon, asteroid, or similar airless terrestrial environment as its chosen hunting ground, and enters another’s territory only to mate. Somalcygots can digest nearly any organic matter, but because they usually live on barren terrain, they often go for long intervals without a meal. In order to preserve energy between meals, a somalcygot enters a trancelike hibernation during which it burrows in circles beneath the surface of its territory with unthinking repetition. When it detects another creature nearby, the somalcygot awakens and enters a frenzy to capitalize on the rare meal, fighting relentlessly until the prey either dies or escapes. Only rarely do somalcygots pursue prey beyond the boundaries of their claimed hunting grounds, a tendency that serves both to preserve the creature’s energy and to avoid needless conflict with other somalcygots that claim neighboring regions. A typical adult somalcygot is 16 feet long and weighs 1,500 pounds.
NE Large
Init +7; Senses 60 ft., 60 ft.; Perception +26
DEFENSE
AC 27, touch 13, flat-footed 23 (+3 Dex, +1 dodge, +14 natural, –1 size)
hp 189 (14d8+126)
Fort +15, Ref +11, Will +14
Defensive Abilities resistant evolution; 10/slashing; acid, cold
Weaknesses to sonic
OFFENSE
Speed 40 ft., 20 ft.
Melee bite +21 (2d6+12 plus 4d6 acid), 4 tentacles +19 (1d8+6 plus )
Space 10 ft.; Reach 10 ft. (15 ft. with tentacles)
Special Attacks acid spray, (1d8+6)
STATISTICS
Str 34, Dex 17, Con 28, Int 12, Wis 17, Cha 11
Base Atk +10; +23 (+27 grapple); CMD 37 (can’t be tripped)
Feats Cleave, Dodge, Improved Initiative, Lightning Reflexes, Multiattack, Power Attack, Skill Focus (Perception)
Skills Acrobatics +20 (+24 when jumping), Climb +29, Intimidate +17, Perception +26, Stealth +16
Languages Aklo; 60 ft.
SQ
ECOLOGY
Environment any (terrestrial vacuum)
Organization solitary, pairs, or clutch (3–6)
Treasure none
SPECIAL ABILITIES
Acid Spray (Ex) Every 1d4 rounds, a somalcygot can spit a 60-foot line of acid that deals 10d6 points of acid damage. The acid continues to burn, causing each affected creature to take an additional 5d6 points of acid damage on the following round. A successful DC 26 Reflex save halves the initial damage and negates the ongoing damage. The save DC is Constitution-based.
Resistant Evolution (Su) Somalcygots have evolved in the harsh, unforgiving vacuum of space and developed fortified resistances to the myriad threats found in their environment, granting them a +2 resistance bonus on all saving throws.
Vespergaunt
This amorphous mass of eyes, tentacles, and protoplasm exudes thick, roiling clouds of green vapor.
Often called “heresy oozes,” vespergaunts are emissaries of the horrible god-things of deep space and are found primarily on befouled, remote planets. A vespergaunt is 8 feet tall and 6 feet wide, and weighs just 50 pounds.
NE Medium
Init +9; Senses 60 ft., true seeing; Perception +19
Aura madness (60 ft., DC 21)
DEFENSE
AC 24, touch 16, flat-footed 18 (+5 Dex, +1 dodge, +8 natural)
hp 195 (17d8+119)
Fort +14, Ref +12, Will +9
Defensive Abilities all-around vision, ; 10/aligned; cold,
Weaknesses
OFFENSE
Speed 10 ft., 60 ft. (perfect)
Melee 2 slams +21 (2d8+8 plus siphon spirit)
Space 5 ft.; Reach 10 ft.
(CL 17th; concentration +20)
Constant—tongues, true seeing
At will—deeper darkness
3/day—contact other plane
1/month—wish
STATISTICS
Str 27, Dex 20, Con 24, Int 15, Wis 15, Cha 16
Base Atk +12; +20; CMD 36
Feats Combat Reflexes, Dodge, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Persuasive, Power Attack, Weapon Focus (slam)
Skills Diplomacy +10, Fly +17, Intimidate +17, Knowledge (geography) +7, Knowledge (planes) +12, Perception +19, Sense Motive +12, Stealth +15
Languages 100 ft.; tongues
SQ
ECOLOGY
Environment any (outer space)
Organization solitary or convocation (2–4)
Treasure none
SPECIAL ABILITIES
Aura of Madness (Su) Once per round, any creature within a 60-foot radius of the vespergaunt must succeed at a DC 21 Will save or be confused for 1d4 rounds. Once a creature successfully saves, it cannot be affected by the same vespergaunt’s aura again for 24 hours. As a free action, the vespergaunt can suppress its aura. This is a mind-affecting effect. The save DC is Charisma-based.
Damage Reduction (Su) Weapons that are chaotic-, evil-, good-, or lawful-aligned overcome a vespergaunt’s damage reduction.
Siphon Spirit (Su) Any creature struck by a vespergaunt must succeed at a DC 21 Will save or gain 1 negative level as the vespergaunt rips away a portion of its soul. A divine spellcaster gains an additional negative level with each failed save. A creature killed by this attack disintegrates except for its eyes and strands of brain matter, which become part of the vespergaunt. Only powerful magic such as miracle, true resurrection, or wish can resurrect a creature slain in this manner. The save DC is Charisma-based.
Lunar Dragon
A shimmering halo surrounds this regal dragon’s spine-crowned head, and its vast wings ripple like milky gossamer lit by the moon.
Lunar dragons frequently interact with mortals, spending long hours watching the activities occurring on planets that interest them.
— — — — — — — — — — —
CN
Init ; Senses ; Perception
DEFENSE
AC
hp
Fort , Ref , Will
paralysis, poison, sleep
OFFENSE
Speed 40 ft., 20 ft., 30 ft.,
Melee
Space ft.; Reach
Special Attacks
STATISTICS
Str , Dex , Con , Int , Wis , Cha
Base Atk ; ; CMD
Feats
Skills
Languages
SQ
ECOLOGY
Environment
Organization solitary
Treasure triple
SPECIAL ABILITIES
Solar Dragon
This regal dragon glows like the sun. Its burnished wings shimmer the color of flames, and a crown of horns decorates its head.
Arrogant and proud, solar dragons see themselves as the originators of light and life in the vastness of space. They treat all living creatures as their own creations.
— — — — — — — — — — —
LN
Init ; Senses ; Perception
DEFENSE
AC
hp
Fort , Ref , Will
paralysis, poison, sleep
OFFENSE
Speed 40 ft., 20 ft., 30 ft.,
Melee
Space ft.; Reach
Special Attacks
STATISTICS
Str , Dex , Con , Int , Wis , Cha
Base Atk ; ; CMD
Feats
Skills
Languages
SQ
ECOLOGY
Environment
Organization solitary
Treasure triple
SPECIAL ABILITIES
Void Dragon
This dragon’s ebony scales and horns are flecked with a substance that glows an eerie green. The folds of its wings reflect a starry sky.
Void dragons have been tainted by long exposure to the terrible alien entities that dwell in deep space. Though some continue to struggle against the inevitable tide of annihilation, many have embraced the encroaching void and exist only to feed and destroy.
— — — — — — — — — — —
NE
Init ; Senses ; Perception
DEFENSE
AC
hp
Fort , Ref , Will
paralysis, poison, sleep
OFFENSE
Speed 40 ft., 20 ft., 30 ft.,
Melee
Space ft.; Reach
Special Attacks
STATISTICS
Str , Dex , Con , Int , Wis , Cha
Base Atk ; ; CMD
Feats
Skills
Languages
SQ
ECOLOGY
Environment
Organization solitary
Treasure triple
SPECIAL ABILITIES
Vortex Dragon
This dragon twists and whips with near untraceable speed. Its horns, crests along its neck, and wings emit a glow like starlight.
Vortex dragons are the undisputed masters of travel across the galaxies, serving as messengers and observers for the greatest outer dragons and godlike entities in the great beyond.
— — — — — — — — — — —
LN
Init ; Senses ; Perception
DEFENSE
AC
hp
Fort , Ref , Will
paralysis, poison, sleep
OFFENSE
Speed 40 ft., 20 ft., 30 ft.,
Melee
Space ft.; Reach
Special Attacks
STATISTICS
Str , Dex , Con , Int , Wis , Cha
Base Atk ; ; CMD
Feats
Skills
Languages
SQ
ECOLOGY
Environment
Organization solitary
Treasure triple
SPECIAL ABILITIES
Time Dragon
This dragon’s cracked scales creak with frightening, patient power. Some of its horns are ancient and brittle, others new and pristine.
Guardians of history, time dragons are the most powerful of the outer dragons. Watchers and waiters, time dragons guard the universe against those that would interfere with the natural temporal order.
— — — — — — — — — — —
N
Init ; Senses ; Perception
DEFENSE
AC
hp
Fort , Ref , Will
paralysis, poison, sleep
OFFENSE
Speed 40 ft., 20 ft., 30 ft.,
Melee
Space ft.; Reach
Special Attacks
STATISTICS
Str , Dex , Con , Int , Wis , Cha
Base Atk ; ; CMD
Feats
Skills
Languages
SQ
ECOLOGY
Environment
Organization solitary
Treasure triple
SPECIAL ABILITIES
Oma
This whale-like creature floats ponderously, arcs of brilliant energy filling its mouth and rolling down its body.
Oma soar through gas giants and the vast gulfs between planets on magical electromagnetic fields, feeding on cosmic materials strained from planetary rings and atmospheres with their energy baleen. Anything ingested by an oma is eventually sequestered in a surprisingly habitable second stomach before being excreted, and some alien creatures use oma as living starships, using telepathy to guide the colossi through the void. A typical oma is 150 feet long and weighs 250 tons.
N Colossal
Init –2; Senses 60 ft., ; Perception +24
DEFENSE
AC 30, touch 0, flat-footed 30 (–2 Dex, +30 natural, –8 size)
hp 290 (20d10+180)
Fort +23, Ref +10, Will +7
cold, electricity, fire
OFFENSE
Speed 200 ft. (average)
Melee bite +33 (4d6+21 plus 2d6 electricity and ), tail slap +28 (4d6+10)
Space 30 ft.; Reach 30 ft.
Special Attacks , (6d6 acid damage, AC 25, 29 hp)
STATISTICS
Str 52, Dex 7, Con 29, Int 2, Wis 12, Cha 5
Base Atk +20; +49 (+51 bull rush, +53 grapple); CMD 57 (59 vs. bull rush, can’t be tripped)
Feats Awesome Blow, Critical Focus, Diehard, Endurance, Flyby Attack, Great Fortitude, Improved Bull Rush, Power Attack, Staggering Critical, Vital Strike
Skills Fly –10, Perception +24
SQ carrier, , starflight
ECOLOGY
Environment gas giants or vacuum
Organization solitary, pair, or pod (3–6)
Treasure incidental
SPECIAL ABILITIES
Capsize (Ex) An oma can attempt to capsize a ship or other vehicle by ramming it as a charge attack and attempting a combat maneuver check. The DC of this check is 25, or the result of the captain’s Profession (sailor) check, whichever is higher. For each size category the ship is larger than the oma, the oma takes a cumulative –10 penalty on this combat maneuver check.
Carrier (Ex) A creature swallowed whole by an oma can forgo attempts to cut itself out and instead attempt a DC 20 Reflex save on its turn. Success allows the creature to move into the creature’s larger second stomach, where it can ride safely for an indefinite period without taking damage. When a passenger wishes to leave, it can cut its way free using the normal rules, or attempt an additional DC 20 Reflex save to be safely excreted in a square adjacent to the oma. An oma’s carrier stomach can hold up to one Gargantuan creature (or twice as many creatures of the next smallest size: two Huge creatures, four Large, and so on). At its option, an oma can choose to forgo the normal bite damage of swallowing whole, but not the acid damage of the first stomach.
Starflight (Ex) An oma can survive in the void of outer space, and soars through vacuum at incredible speed. Although exact travel times vary, a trip between two planets within a solar system should take 3d20 days, while one to another system should take 3d20 weeks (or more, at the GM’s discretion), provided the oma knows the way to its destination.
Star-Spawn of Cthulhu
A mountainous form, this hideous creature is humanoid in general shape, but its hateful face is a writhing mass of tentacles.
Of all the strange and malefic denizens of the void between the stars, few cause the same terror as this titanic race. They hail from a mad star whose light cannot be seen by conventional telescopes, and the smallest of these behemoths stand nearly 30 feet in height. Humanoid in shape, their immense bodies have rubbery flesh that seems to wriggle and seethe like a half-solidified ooze. Tremendous draconic wings, murderous taloned hands, and a tentacled visage that evokes the alien gaze of an octopus complete the being’s monstrous shape.
This malevolent race has a name, yet it is no name known to the sane. Among mortal scholars, they are known merely by the name of their greatest priest—they are the star-spawn of Cthulhu. The star-spawn of Cthulhu have a strange, mutable anatomy—their form is not fixed. They can absorb parts of their bodies or enlarge others at will, a trait they often use on their claws or tentacles to dramatically extend their reach in combat beyond what might normally be possible for a creature of the same shape and size. Despite this mutable shape, the star-spawn’s forms generally don’t deviate far from that of an octopus-headed, winged humanoid, likely because of the powerful links their otherworldly minds have to their overlord and master, who lies dead but dreaming in the lost city of R’lyeh. Although they typically appear as immense humanoid creatures with rubbery hides and octopoid heads, the star-spawn of Cthulhu are not any more aquatic in nature than they are terrestrial—that they’re often associated with a planet’s oceans lies more in the simple fact that oceans often cover the majority of a planet’s surface. The creatures themselves, being equally at home on land, at sea, or in the depths of space, make no real distinction between such regions, choosing them as the sites of their cities and temples for purposes only they can know.
Servants of the alien gods of the void, they work upon the worlds they invade to wipe them clean of indigenous life in preparation for the eventual time when the deep void expands to replace all that exists with its strange realities. The star-spawn of Cthulhu hold little malice toward indigenous life—they simply can’t proceed with their plans for a world while such life exists. Just as a human might move into a house thinking it to be abandoned, only to discover colonies of ants dwelling within the building’s walls, the star-spawn work to eradicate indigenous infestations. Their methods seldom vary from world to world—those whose intellects they can influence via dreams and nightmares they besiege as the victims sleep, seeding the growth of destructive cults and societies. These groups in turn further the star-spawn’s agenda, preparing the world and bringing it to the brink of destruction. When such worlds are poised to tear themselves apart from within through unrest, civil war, excessive pollution, or genocide, the star-spawn mobilize their cults to end all things. The only reward such cults may receive for their (sometimes unwitting) aid is the dubious honor of being among the final few to be eradicated, for the star-spawn have no interest in and feel no responsibility toward their pawns.
The fact that the star-spawn’s plans to bring about the eradication of life span centuries or even millennia should not be mistaken for sloth or lassitude—the star-spawn are inhumanly patient, and the preparation of the universe’s worlds must precisely follow an unknowable schedule, for only when the exact cosmic convergences are in place and the stars are right can they make their final moves to end all things. This time frame does give some worlds a chance to discover the star-spawn’s influence and to delay or even defeat their world’s star spawned doom, but such tales of triumph are rare in the face of the void’s relentless tides.
The star-spawn of Cthulhu war with many other strange races out of time and space, including elder things and the servitors of other Great Old Ones. They have also been known to use these creatures—and other races such as the mi-go—as pawns, slaves, or minions to promote their immortal agenda. Though the star-spawn themselves hail from a distant world deep in the void and can be found on countless other realms as gods and monsters, their lord Cthulhu dwells upon a distant planet far removed from any commonly visited world. Yet while Cthulhu lies imprisoned in the corpse-city of R’lyeh deep under a great ocean, his dreams resonate still in the minds of his star spawn, and from there touch upon the dreams of many slumbering poets and philosophers on countless worlds. Guided by their knowledge of their master’s great plan, and updated by his far-reaching dreams, the star-spawn of Cthulhu proceed inevitably toward their goals.
CE Huge
Init +5; Senses 30 ft., 60 ft.; Perception +37
Aura (150 ft., DC 29)
DEFENSE
AC 36, touch 9, flat-footed 35 (+1 Dex, +27 natural, –2 size)
hp 362 (25d8+250); 15 (fire)
Fort +18, Ref +9, Will +25; +8 vs. divination and mind-affecting
Defensive Abilities immortality, overwhelming mind; cold, disease, poison; 31
OFFENSE
Speed 40 ft., 60 ft. (average), 40 ft.
Melee 2 claws +32 (2d6+16/19–20), 6 tentacles +27 (1d8+8/19–20 plus )
Space 15 ft.; Reach 30 ft.
Special Attacks (1d8+8), overwhelming mind
(CL 20th; concentration +27)
Constant—mind blank
At will—dream, insanity (DC 24), nightmare (DC 22), sending
3/day—demand (DC 25)
1/day—gate
STATISTICS
Str 42, Dex 13, Con 30, Int 23, Wis 29, Cha 24
Base Atk +18; +36 (+38 bull rush, +40 grapple); CMD 47 (49 vs. bull rush)
Feats Awesome Blow, Critical Focus, Greater Vital Strike, Improved Bull Rush, Improved Critical (claw), Improved Critical (tentacle), Improved Initiative, Improved Iron Will, Improved Vital Strike, Iron Will, Power Attack, Staggering Critical, Vital Strike
Skills Fly +25, Intimidate +35, Knowledge (arcana, geography, planes) +31, Perception +37, Sense Motive +34, Spellcraft +34, Swim +52, Use Magic Device +32
Languages Aklo; 300 ft.
SQ , limited starflight,
ECOLOGY
Environment any
Organization solitary, pair, or cult (3–6)
Treasure standard
SPECIAL ABILITIES
Immortality (Ex) A star-spawn of Cthulhu does not age, nor does it need to eat or breathe. Only violence can bring about the death of one of these creatures.
Limited Starflight (Ex) A star-spawn of Cthulhu can survive in the void of outer space, and its wings allow it to use its fly speed in outer space despite the lack of air. Unlike full starflight, a star-spawn of Cthulhu’s ability to fly in outer space does not allow it to reach unusual speeds. When it wishes to fly to another world, the creature relies entirely upon its immortality and patience to complete the journey. When speed is required, it instead uses its gate ability to make the journey quickly.
Overwhelming Mind (Ex) A star-spawn of Cthulhu’s mind is overwhelming in its power and alien structure. The first time a creature other than an outsider (excluding native outsiders) or aberration makes mental contact with a star-spawn of Cthulhu, it must succeed at a DC 29 Will save or be stunned for 1d4 rounds. On a successful save, the creature is merely staggered for 1 round. This effect can occur whether the star-spawn of Cthulhu initiates mental contact (such as via a demand, dream, nightmare, or sending spell-like ability, or once per round merely by telepathic communication) or another creature attempts to do so (such as via detect thoughts or dominate monster). Once a creature is exposed to a specific star-spawn of Cthulhu’s overwhelming mind, it is immune to this effect from all star-spawn of Cthulhu for 24 hours. This is a mind-affecting effect. The save DC is Charisma-based.
Yarthoon
This immense pale blue worm raises one end of its body like a serpent, its many-toothed maw opening amid a ring of glowing eyes.
Yarthoon is among the least powerful of the kaiju, yet even she is of staggering size and capable of unleashing devastation on an apocalyptic scale. Known as the Moon Grub to kaiju scholars, Yarthoon does indeed dwell upon the moon itself, where she spends much of her time in a frozen reach of ice and snow, created, in part, by her presence and the effects of her freezing breath over the course of centuries. (Note that although Yarthoon’s exhalations fill the region with freezing mist, the Moon Grub herself has no need to breathe and can exist comfortably in the vacuum of space.)
Were Yarthoon content to remain upon the moon, there would be little known about the frozen kaiju; unfortunately, the larger world her home orbits is a constant fascination for her. Indeed, certain events have been known to specifically attract Yarthoon’s attention, whether they’re intentional calls such as powerful rituals led by apocalyptic cultists, or accidental lures that occur when powerful effects of magical cold occur. The exact nature of these attractions varies, and even the most learned scholars argue over what exactly it is that draws Yarthoon to visit the world. None, however, dispute the devastation Yarthoon unleashes, if unintentionally, when she visits the world. Unlike many kaiju, Yarthoon seems not to purposefully seek out civilizations to destroy, but her immense size and her freezing breath wreak havoc nonetheless. Fortunately, Yarthoon’s visits to the world typically last for only a few days before she slithers off into the sky like an eel swimming through water to return to her den on the moon.
Yarthoon has a complex relationship with Mogaru, the Final King. Often, Mogaru’s devastation on a region is enough to lure Yarthoon down from the moon, in which case she often clashes with the more powerful kaiju. Likewise, Mogaru’s ability to sense kaiju often results in him coming to investigate a region that Yarthoon has decided to visit. Yet the two kaiju never seem willing to finish a fight against the other, and rather than deliver a death blow when the chance rises, each seems content to let the other flee. The one thing that seems to unite the two kaiju is their shared hatred of Lord Varklops, and the two kaiju have teamed up several times to drive off the three-headed fiend more than once.
Although Yarthoon is the least powerful of the known kaiju, the Moon Grub has been remarkably resilient. Time and time again, Yarthoon has returned after suffering what seemed to be a complete defeat, at either the hands of powerful heroes or the claws and fangs of fellow kaiju. Scholars of these immense monsters have theorized that Yarthoon may not be a unique creature, and that in its hidden lair on the moon, multiple Moon Grubs writhe and dream. Others posit that Yarthoon is but the larval stage of a kaiju, and that while only one may live at any time, numerous other eggs lie in a hidden crèche on the moon, waiting to hatch and release replacement Moon Grubs as needed.
Yarthoon is 250 feet long from head to tail and weighs 14,000 tons.
CN Colossal (air, kaiju)
Init +13; Senses , , , 300 ft.; Perception +28
DEFENSE
AC 44, touch 12, flat-footed 34 (+9 Dex, +1 dodge, +32 natural, –8 size)
hp 565 (29d10+406); 30
Fort +30, Ref +25, Will +19
Defensive Abilities , recovery; 20/epic; ability damage, ability drain, cold, death effects, disease, energy drain, fear; acid 30, electricity 30, fire 30, negative energy 30, sonic 30
OFFENSE
Speed 60 ft., 100 ft., 100 ft. (average), 100 ft.
Melee 2 bites +39 (4d6+27/19–20 plus 4d6 cold and ), slam +39 (4d8+27/19–20 plus 4d6 cold and staggering strike)
Space 30 ft.; Reach 30 ft.
Special Attacks clinging frost, eye beams, , freezing mist, hurl foe, penetrating cold, (6d6 bludgeoning and 6d6 cold damage, AC 26, 56 hp), swift bite
STATISTICS
Str 46, Dex 29, Con 38, Int 3, Wis 26, Cha 21
Base Atk +29; +55 (+59 overrun); CMD 75 (77 vs. overrun, can’t be tripped)
Feats Critical Focus, Dodge, Flyby Attack, Greater Overrun, Improved Critical (bite, slam), Improved Initiative, Improved Iron Will, Improved Overrun, Improved Vital Strike, Iron Will, Power Attack, Staggering Critical, Vital Strike, Wingover
Skills Fly +32, Perception +28, Swim +26
Racial Modifiers +16 Perception
Languages Auran (can’t speak)
SQ massive, , powerful blows (bite, slam), starflight
ECOLOGY
Environment any cold (the world’s moon or outer space)
Organization solitary (unique)
Treasure incidental
SPECIAL ABILITIES
Clinging Frost (Su) Whenever a creature takes cold damage from Yarthoon (including from her freezing mist), the creature becomes encrusted with a layer of clinging frost for 1 round. The duration of this clinging frost stacks with multiple instances of cold damage from Yarthoon. As long as a creature has at least 1 round of clinging frost remaining, it takes a –2 penalty on all Reflex saving throws and Dexterity-based skill checks. As long as a creature has at least 2 rounds of clinging frost remaining, it is staggered. Freedom of movement negates the effects of clinging frost, and if a creature activates a fire-based supernatural ability on its turn, it reduces the number of rounds remaining by 1d4. Creatures with the fire subtype, the heat ability, or any similar ability to shed significant warmth are immune to clinging frost.
Eye Beams (Su) Once every 4 rounds as a standard action, Yarthoon can emit several beams of freezing energy from her eyes. When Yarthoon uses this attack, she can choose to fire all of the beams in one direction to create a single line 1,200 feet long, or she can instead fire eight separate beams as ranged touch attacks with a range of 1,200 feet. If she chooses to fire them in a line, all creatures within the area of effect take 20d6 points of cold damage (Reflex DC 38 half). If she fires the beams as ranged touch attacks, she has a +30 attack bonus but can target a single creature with no more than two eye beams at a time (though she can fire the beams in any direction to attack multiple targets in range). A single eye beam deals 8d6 points of cold damage on a hit (no save). The save DC for the line-based attack is Constitution-based.
Freezing Mist (Su) Once per day as a swift action, Yarthoon can exhale a cloud of freezing mist, filling a 200-foot-radius sphere surrounding her. This mist obscures vision as per obscuring mist and persists for 10 rounds, and is not dispersed by moderate wind. A strong wind (21+ mph) disperses the mist in 2d4 rounds, while fireball, flame strike, or similar spells burn away the mist in the spell’s area. Any creature within the area of the mist when Yarthoon creates it takes 8d6 points of cold damage (Reflex DC 38 half). A creature that begins its turn within the mist takes 4d6 points of cold damage (no save) at the start of its turn. The save DC is Constitution-based.
Penetrating Cold (Su) When Yarthoon deals cold damage, the damage ignores the first 30 points of cold resistance the target has.
Staggering Strike (Ex) If Yarthoon hits a Gargantuan or smaller foe that’s standing on the ground with her slam attack, the target struck must succeed at a DC 42 Reflex save or be knocked prone and become staggered for 1d6 rounds. If she hits a Gargantuan or smaller flying foe, the creature is staggered for 1d6 rounds and must succeed at a DC 42 Fly check or lose 30 feet of altitude (a winged flying creature loses 60 feet of altitude instead; this replaces the normal rule for being attacked while flying for winged creatures). A Colossal creature struck by Yarthoon’s slam must succeed at a DC 42 Reflex save to resist being staggered for 1 round, but is not knocked prone or forced to lose altitude. The save DC is Strength-based.
Starflight (Su) Yarthoon can survive in the void of outer space. She flies through space at incredible speeds, but generally only does so to travel between the moon and the world below when her attention is caught or her curiosity piqued. It takes Yarthoon only 2d4 hours to travel from the moon to the world below. If she were to travel to a more distant point in the same solar system, she requires only 3d6 days to make the journey, while trips beyond this range generally take her 3d6 weeks.
Swift Bite (Ex) Yarthoon strikes with astonishing speed when she attacks with her bite. Whenever Yarthoon makes a bite attack on her turn, she can attack two times, either as a standard action to bite twice, or as part of a full attack to bite two times in addition to making one slam attack. She can make any number of attacks of opportunity with her bite attack, but does not get to bite more than once when she does so.
Great Old One, Yig
This green-scaled humanoid has a long, serpentine neck and head, and its brow is marked by a distinctive crescent shape.
Of all the Great Old Ones, Yig is without a doubt the most benign. Yet those so foolish as to expect kindness from the so-called Father of Serpents would do well to think again, for Yig does not suffer fools and is as likely to devour those who beseech him for help as he is to provide aid. Even his most devout worshipers realize he may simply wish to feed at times, and on these occasions no amount of devotion can protect a supplicant from death. Yig appears as a scaled, humanoid creature with a serpent’s head and lashing tail, but he can appear as any serpentine creature if he so wills. In his true form, Yig stands 14 feet tall and weighs 1,100 pounds.
YIG’S CULT
Yig is primarily worshiped by nomadic societies and those who live with a close connection to the land; veneration of him is all but unknown in urban areas. Although Yig often makes his presence known through the actions of serpents, serpentfolk rarely worship him, preferring their own, more sinister deity. Yig’s cult is associated with cycles (the cycle of seasons, the cycle of birth and death, and other manifestations of repetition in the natural world), procreation, and serpents, and his sacred symbol is a coiled rattlesnake with a crescent-shaped mark upon its head. His temples rarely take the form of constructed buildings and are often nothing more than a forest clearing, a ring of standing stones, or the mouth of a large cave. Unlike most of the Great Old Ones, Yig tends to take notice of those who worship him. This is, however, as much a bane as it is a boon for those who offer the Father of Serpents worship, for just as he may protect his flock when they are endangered, his retribution for slights is swift, and communities that fail to properly worship him often find their crops failing, their livestock sickened, and their children born with crippling deformities. You can model such unfortunate creatures by applying the mutant creature template. In addition to the normal changes wrought by this template, such mutants invariably bear a unique birthmark somewhere on their body—the crescent moon shape that all of those touched by Yig bear. Yig’s clerics have access to the domains of Chaos, Community, Protection, and Scalykind, and to the subdomains of Defense, Dragon, Revelry, and Venom. His favored weapon is the punching dagger.
CN Large (, Great Old One, shapechanger)
Init +25; Senses 60 ft., , ; Perception +45
Aura unspeakable presence (300 ft., DC 35)
DEFENSE
AC 45, touch 30, flat-footed 34 (+11 Dex, +10 insight, +15 natural, –1 size)
hp 635 (31d10+465); 20
Fort +27, Ref +28, Will +28
Defensive Abilities freedom of movement, immortality, insanity (DC 35); 15/epic and lawful; ability damage, ability drain, aging, cold, death effects, disease, energy drain, mind-affecting effects, paralysis, petrification, poison; acid 30, fire 30; 38
OFFENSE
Speed 60 ft., 60 ft., 60 ft.; air walk
Melee bite +44 (6d10+21/19–20 plus poison), 2 claws +44 (4d8+21/19–20), tail slap +44 (4d10+21/19–20 plus )
Space 10 ft.; Reach 10 ft. (20 ft. with tail slap)
Special Attacks (4d10+21), curse of Yig, (10/ day, +1d12), (2 claws, 4d8+21), serpentine dreams
(CL 27th; concentration +37)
Constant—air walk, freedom of movement, speak with animals (reptiles only)
At will—awaken (snakes only), baleful polymorphM (DC 25, into harmless snakes only), commune with nature, dimension doorM, dreamM, greater dispel magic, nightmareM (DC 25), transport via plants
3/day—demand, quickened feeblemind (DC 25), healM, quickened poison (DC 24)
1/day—control weatherM, symbol of persuasion (DC 26), true resurrection
STATISTICS
Str 38, Dex 33, Con 41, Int 30, Wis 33, Cha 30
Base Atk +31; +46 (+50 sunder); CMD 77 (79 vs. sunder)
Feats Bleeding Critical, Combat Reflexes, Critical Focus, Great Fortitude, Greater Sunder, Greater Vital Strike, Improved Critical (bite, claw, tail slap), Improved Initiative, Improved Sunder, Improved Vital Strike, Power Attack, Quicken Spell-Like Ability (feeblemind, poison), Vital Strike
Skills Acrobatics +42, Climb +56, Handle Animal +41, Heal +42, Intimidate +44, Knowledge (nature, religion) +41, Perception +45, Sense Motive +42, Spellcraft +41, Stealth +41, Survival +45, Swim +56, Use Magic Device +41
Languages Aklo, Common, Draconic, Undercommon; speak with animals (reptiles only); 100 ft.
SQ (any serpentine form; shapechange), devastating, otherworldly insight
ECOLOGY
Environment any
Organization solitary (unique)
Treasure triple
SPECIAL ABILITIES
Curse of Yig (Su) Once per round as a free action when he touches or damages a creature with any natural attack, Yig can target that creature with a potent curse. The target must succeed at a DC 35 Will save or it takes a –6 penalty on all saving throws against poison effects and loses the ability to recover from poison effects naturally (though magical effects that remove poison effects still work). The cursed creature cannot gain the benefit of immunity to poison, be it from a class or racial ability, a magic item, or any other source. As long as it suffers under the curse of Yig, the victim becomes staggered for 1d6 rounds whenever it fails a saving throw against a mind-affecting or poison effect, and any offspring sired or birthed are deformed in some hideous (but mostly cosmetic) fashion. This is a curse effect. The save DC is Charisma-based.
Devastating (Ex) All of Yig’s natural attacks are primary attacks that add 1-1/2 × his Strength modifier to their damage. Yig ignores hardness less than 20 for any object he strikes.
Immortality (Ex) If Yig is slain, his body decays as normal, but he does not stay dead for long. He is reborn 3 months after his death, hatching from the egg of a venomous serpent (although not necessarily on the same planet on which his previous incarnation was slain). He spends a year in the form of a venomous (but otherwise normal) snake, after which he sheds his skin and emerges once again as Yig. Typically, Yig does not hold grudges against those who slew him, but this is not always the case.
Poison (Ex) Bite—injury; save Fort DC 40; frequency 1/round for 6 rounds; effect 1d6 Constitution drain plus nauseated for 1 round; cure 3 consecutive saves. The save DC is Constitution-based.
Serpentine Dreams (Su) Any creature that has ever willfully harmed a snake, has suffered the effects of the curse of Yig (see above), or has slain one of Yig’s clerics can be targeted by the Great Old One’s serpentine dreams, regardless of the distance between the creature and Yig—even across planar boundaries. In order to use serpentine dreams against a target, Yig must first successfully affect the target with his nightmare spell-like ability. If the victim fails its save against nightmare, it must succeed at a DC 35 Will save or take 2d6 points of Intelligence drain in addition to the normal effects of nightmare. When this Intelligence drain would reduce the victim’s Intelligence score below 2, the victim is instead transformed (as if via baleful polymorph) into a Tiny venomous snake. This is a mind-affecting polymorph effect. The save DC is Charisma-based.
Unspeakable Presence (Ex) Failing a DC 35 Will save against Yig’s unspeakable presence causes the victim to become more susceptible to curse effects. The victim takes a –6 penalty on all saving throws against curse effects, and the effective DC to remove a curse from such a victim increases by 6. A creature normally immune to curses that is affected by Yig’s unspeakable presence can now be affected by curses (but takes no further penalty against curses as a result of the Great Old One’s unspeakable presence). This effect lasts for 1 year or until removed by a miracle or wish. If a creature suffering from this effect dies and is brought back to life, there is a 50% chance the effect persists upon the creature’s restoration to life.
Empyreal Lord, Black Butterfly
This living silhouette of a graceful woman has white hair and eyes. Her butterfly wings shimmer with twinkling stars.
Black Butterfly, the Silence Between, arose from the spaces between the stars. Solemn and serene, she never acts rashly, relying on the wisdom of the cosmos to guide her to the appropriate solution. She believes that the true nature of the multiverse lies in the gaps and silences between thoughts and ideas, so she never focuses on one topic or idea for too long, lest in narrowing her view she should lose sight of the space beyond the idea’s edge. On Elysium, Black Butterfly’s hidden realm is nestled in the constellation that leads to Desna’s palace. Her realm is relatively simple for an empyreal lord, with no grand palace or bright colors. Instead, it is a quiet respite from a plane of riotous passions, a gentle void, breathable by creatures of all sorts, with pockets of solid shadow for those who prefer ground beneath their feet and dotted with simple shelters. Her realm is so difficult to find that even planar scholars and other residents of Elysium can’t agree exactly where it lies, though travelers through silence and darkness, even on other planes, sometimes make their way into her realm in times of desperation, able to find momentary succor so long as they are respectful and quiet. While few beings can match her knowledge of the alien monstrosities that dwell in the deepest reaches of interstellar space, Black Butterfly refuses to share much of it, as she worries that widespread knowledge of her greatest nemeses, the Outer Gods and the Great Old Ones, would serve their interests rather than hers. She often journeys from her home in Elysium to subtly battle the interests of these foes and other forces of evil, or to assist those in need without revealing her presence.
BLACK BUTTERFLY’S FAITH
Black Butterfly is the patron of distance, silence, and space. The Silence Between’s worshipers include those for whom distances are essential, such as parted lovers or explorers (particularly those who brave the unfathomable depths of outer space), as well as those who appreciate her connection to silence, such as the deaf and the mute. Worshipers of Black Butterfly are encouraged to perform anonymous acts of charity without speaking to the recipient of their kindness, for the reason that such unseen gifts help foster the perception that good things sometimes happen to good people for no other reason than that they deserve it. Black Butterfly’s most sacred spaces are isolated monasteries and shrines high atop mountain peaks, deep underground, or even floating on asteroids in the void of space—these latter redoubts typically have potent magic to enable her worshipers to live and breathe with ease. She teaches her followers that the greatest good lies in performing quiet anonymous acts, and her faith abhors loud spectacles on holy days. Black Butterfly’s holy symbol is a black-winged butterfly with a white star for a body on a field of purple. Her favored weapon is the starknife. She grants access to the domains of Chaos, Good, Liberation, and Void, and access to the subdomains of Azata, Freedom, Revolution, and Stars.
CG Large (azata, , , )
Within the Stair of Stars?
Init +19 ; Senses 60 ft., 60 ft., detect aberration, detect evil, detect law, , , true seeing; Perception +50
Aura primal aura (30 ft.)
DEFENSE
AC 46, touch 34, flat-footed 31 (+4 armor, +15 Dex, +10 insight, +8 natural, –1 size)
hp 676 (33d10+495); 30 (deific or mythic)
Fort +26, Ref +33, Will +28; +8 vs. mind-affecting effects
Defensive Abilities freedom of movement, mind blank; 20/epic and evil; ability damage, ability drain, charm effects, cold, compulsion effects, death effects, electricity, energy drain, petrification; fire 30, sonic 30; 39
OFFENSE
Speed 40 ft., 150 ft. (perfect)
Melee Voidsedge +52/+47/+42/+37 (1d6+20/19–20/×3 plus 2d6 fire and 2d6 cold), touch +42 touch (10d6 cold plus steal breath)
Ranged Voidsedge +52/+47/+42/+37 (1d6+20/19–20/×3 plus 2d6 fire and 2d6 cold)
Space 10 ft.; Reach 10 ft.
Special Attacks Voidsedge bond
(CL 28th; concentration +39)
Constant—detect aberration, detect evil, detect law, freedom of movement, mind blank, true seeing
At will—break enchantment, deeper darkness, dimensional anchor, greater dispel magic, greater teleport, haste , holy smite (DC 25), holy word (DC 28), interplanetary teleport, wandering star motes (DC 25)
3/day—antimagic field , quickened heal , reverse gravity , quickened wandering star motes (DC 25)
1/day— gate, implosion (DC 30), mage’s disjunction , moment of prescience, time stop
STATISTICS
Str 28, Dex 40, Con 40, Int 27, Wis 30, Cha 33
Base Atk +33; +43; CMD 78
Feats Alertness, Blinding Critical, Combat Expertise, Combat Reflexes, Critical Focus, Deadly Aim, Flyby Attack, Improved Critical (starknife), Improved Initiative, Improved Precise Shot, Point-Blank Shot, Power Attack, Precise Shot, Quicken Spell- Like Ability (heal, wandering star motes), Skill Focus (Stealth), Weapon Finesse
Skills Acrobatics +51, Bluff +47, Diplomacy +44, Fly +57, Intimidate +44, Knowledge (arcana, nature, religion) +41, Knowledge (geography) +44, Perception +50, Sense Motive +50, Spellcraft +44, Stealth +53, Use Magic Device +47
Languages Aklo, Celestial, Common; 300 ft.;
SQ celestial grace, interstellar mastery, , seed of life, silence between, starflight
ECOLOGY
Environment any (Elysium)
Organization solitary (unique)
Treasure triple (Voidsedge, other treasure)
SPECIAL ABILITIES
Celestial Grace (Ex) Black Butterfly adds her Dexterity modifier instead of her Strength modifier to her damage rolls with all melee and ranged weapons. She gains an insight bonus to her Armor Class equal to her Wisdom modifier. She ignores any effect that would reduce her movement speed or prevent her from taking a 5-foot step.
Interstellar Mastery (Ex) Black Butterfly never suffers any harmful environmental effects from outer space. She gains a +4 sacred bonus on attack rolls and saving throws when in such an environment, as well as the benefits of a ranger’s favored terrain (+10 bonus).
Primal Aura (Su) No sounds pass through Black Butterfly’s primal aura except those she allows, and even then, she can choose to block a sound in some portions of her aura while allowing it to pass through other portions. When blocking sound, this aura functions similarly to silence. This ability is suppressed for 1d4 rounds whenever Black Butterfly is affected by a vision-based effect created by an evil creature.
Seed of Life (Sp) An empyreal lord can touch a willing creature and imbue it with magical healing power. The target radiates an aura of good as if it were an outsider and gains a +2 insight bonus on all saving throws against negative energy and death effects. As a standard action, the target can release this energy, turning it inward as a heal spell upon itself or outward as a mass cure serious wounds spell on allies within 30 feet (caster level 15th). If not released, the energy dissipates harmlessly after 24 hours. The empyreal lord can use this ability 5 times per day, but only on other creatures.
Silence Between (Ex) When Black Butterfly takes a 5-foot step, instead of moving 5 feet, she can ride the spaces in between breaths and thoughts, disappearing and rematerializing anywhere within 150 feet and attempting a Stealth check to hide as a free action. She can hide even when being directly observed, and her Stealth can defeat any sense (for example blindsight, lifesense, and tremorsense) as long as the result of the check exceeds the result of the observer’s Perception check. She gains an additional +20 bonus on Stealth checks (+40 when immobile), which doesn’t stack with the bonuses from invisibility, and she can’t be outlined by spells like faerie fire or glitterdust. If she is hidden when she begins a full attack, any creature that wasn’t observing her is denied its Dexterity bonus to AC against all attacks in the full attack, not just the first attack. Black Butterfly loses access to her silence between ability when she is in an area of bright light.
Starflight (Su) Although she can use interplanetary teleport at will, Black Butterfly enjoys flying between the stars. When she does so, she travels at an incredible speed. Although exact travel times vary, a trip within a single solar system should take 3d20 hours, while a trip beyond should take 3d20 days (or more, at the GM’s discretion). Black Butterfly knows the routes to all destinations among the stars.
Steal Breath (Su) Black Butterfly’s touch attack deals 10d6 points of cold damage and draws the breath from the target’s lungs as she subjects the creature to the racking conditions of deep space. The creature struck can resist having its breath drawn out with a successful DC 37 Fortitude save; otherwise, the target is knocked unconscious by the sudden loss of oxygen. Steal breath does not harm creatures that do not breathe, but her touch attack can still deal cold damage. The save DC is Charisma-based.
Voidsedge Bond (Ex) Voidsedge is a +5 aberration-bane ghost touch holy starknife that exists as one of the stars in Black Butterfly’s wings until she calls it to her hand as a free action. When she throws Voidsedge, it returns to her hand instantly upon striking a target, allowing her to make iterative thrown attacks. Her range increment with Voidsedge is 120 feet. Attacks with Voidsedge deal an additional 2d6 points of fire damage and 2d6 points of cold damage on a hit when Black Butterfly wields the weapon.
Great Old One, Rhan-Tegoth
This six-legged, spiderlike monstrosity has a bloated abdomen and a hideous face from which three bulbous eyes glare.
The strange and silent Great Old One known as the Herald of the End Times has spent most of its existence in hibernation, waking for short periods of time after his worshipers rouse him or as the result of singular cosmic events. These periods of wakefulness never last for long, but ancient texts speak of a time when Rhan-Tegoth shall waken fully from his slumber, heralding the dawn of the end of all worlds. While records of Rhan-Tegoth’s waking periods and his activities during those times are rare and unreliable, rumors still persist of certain chants and rituals that are capable of temporarily waking the Great Old One from his slumber. What reasons might exist for stirring Rhan-Tegoth from his sleep can only be guessed at, for the Great Old One will usually simply consume any foolish enough to rouse him from slumber. Rhan-Tegoth appears as an aquatic arthropod in shape, yet closer inspection leaves no doubt in the viewer’s mind of the Great Old One’s truly alien nature. His body measures 10 feet from tip to tip, and his legs span 24 feet. The Great Old One weighs 2,000 pounds, but this weight increases to 10 times this amount when he is in statue form. The fact that countless statues of Rhan-Tegoth exist makes it difficult to determine which of them is in fact the actual slumbering god, so care should be taken in proximity of any depiction of the Herald of the End Times.
RHAN-TEGOTH’S CULT
Rhan-Tegoth is worshiped by primitive tribespeople who do not understand the strange terrors caused by the unusual statue they have stumbled across, but he is just as often venerated by fanatics who know full well the creature’s significance. Cultists take delight in placing the hibernating Great Old One in public venues for display— this act eventually ends in disaster for the region and Rhan-Tegoth transitioning to other realms, leaving behind desolation and madness as a reminder of his visitation. Rhan-Tegoth’s clerics have access to the domains of Chaos, Evil, Repose, and Void, and to the subdomains of Ancestors, Dark Tapestry, Entropy, and Stars. His favored weapon is the sickle.
CE Large (aquatic, , , Great Old One)
Init +24; Senses 60 ft., , 120 ft. (640 ft. when in statue form), true seeing; Perception +47
Aura unspeakable presence (300 ft., DC 35)
DEFENSE
AC 46, touch 30, flat-footed 35 (+10 Dex, +1 dodge, +10 insight, +16 natural, –1 size)
hp 676 (33d8+528); 25
Fort +29, Ref +23, Will +31
Defensive Abilities immortality, insanity (DC 35); 15/epic and lawful; ability damage, ability drain, aging, cold, death effects, disease, energy drain, mind-affecting effects, paralysis, petrification, poison; fire 30, sonic 30; 39
OFFENSE
Speed 60 ft., 60 ft.; air walk
Melee bite +41 (4d6+18/19–20 plus grab), 6 claws +41 (2d8+18/19–20 plus )
Space 10 ft.; Reach 10 ft.
Special Attacks apocalyptic dreams, (2d8+18), feed, grab (Huge), (10/day, +1d12),
(CL 28th; concentration +37)
Constant—air walk, true seeing
At will—clairaudience/clairvoyance, dimension doorM, dreamM, greater dispel magic, nightmareM, statue (DC 26), sympathetic vibration
3/day—demand (DC 27), quickened feeblemind (DC 24), quickened flesh to stoneM (DC 25), stone to flesh
1/day—earthquakeM, imprisonment (DC 28), symbol of strife (DC 28)
STATISTICS
Str 46, Dex 30, Con 43, Int 29, Wis 32, Cha 29
Base Atk +24; +43 (+47 grapple); CMD 74 (82 vs. trip)
Feats Bleeding Critical, Combat Reflexes, Critical Focus, Dodge, Great Fortitude, Greater Vital Strike, Improved Critical (bite, claw), Improved Initiative, Improved Vital Strike, Iron Will, Lightning Reflexes, Mobility, Power Attack, Quicken Spell-Like Ability (feeblemind, flesh to stone), Vital Strike
Skills Acrobatics +46, Knowledge (arcana, dungeoneering, geography, history, nature, religion) +42, Perception +47, Sense Motive +44, Spellcraft +45, Stealth +42, Swim +62, Use Magic Device +42
Languages Aklo; 300 ft.
SQ always watching, , , eternal statue, otherworldly insight
ECOLOGY
Environment any
Organization solitary (unique)
Treasure triple
SPECIAL ABILITIES
Always Watching (Ex) Rhan-Tegoth remains constantly aware of his surroundings, even when he is hibernating in statue form (see Immortality). When he is in statue form as a result of his statue spell-like ability, Rhan-Tegoth can still use his spell-like abilities and the range of his tremorsense increases to 640 feet. Once per day, he can activate his unspeakable presence while in statue form.
Apocalyptic Dreams (Su) When Rhan-Tegoth uses his nightmare spell-like ability, he can target any creature that has touched him (even if the touch occurred while Rhan-Tegoth was hibernating), has been affected by any of his other spell-like abilities, or has sacrificed a living creature to an image of him, regardless of the distance between himself and the target. In addition to the normal effects of nightmare, the target must succeed at a DC 35 Will save or become convinced that the horrific visions of the end of the world experienced in the nightmare are in fact visions of the very near future. Such a victim becomes overwhelmed with despair and loss, and is so distracted by the conviction that its doom is imminent that it cannot take swift or immediate actions, cannot concentrate to maintain spells with concentration durations, and takes a –10 penalty on concentration checks to cast spells and on Wisdom-based skill checks. Whenever the victim attempts a saving throw against fear effects, it must roll twice and take the worse result. This fear effect lasts for 2d4 days, after which (assuming the world doesn’t end after all) the effect ends. The effect also ends automatically if the victim voluntarily sacrifices a living, sentient creature to Rhan-Tegoth (this is a chaotic evil act)—although in most cases, a creature that performs such a sacrifice finds itself targeted with apocalyptic dreams soon thereafter, again and again. This is a mind-affecting fear effect. The save DC is Charisma-based.
Eternal Statue (Sp) When Rhan-Tegoth uses his statue spell-like ability, the duration of the effect lasts until the creature under the effect decides to return to flesh.
Feed (Su) Once per round when Rhan-Tegoth successfully bites a creature he is grappling, his proboscis feeds on the victim and siphons away bodily fluids at an alarming rate. This attack deals 2d4 points of Constitution drain to the victim unless the victim succeeds at a DC 42 Fortitude save, in which case the feeding instead deals 1d4 points of Constitution damage. For every point of Constitution drain dealt in this way, Rhan-Tegoth regains 10 hit points, and for every point of Constitution damage dealt in this way, he regains 5 hit points. In addition, if Rhan-Tegoth drains more than 4 points of Constitution in this way in a single round, he gains the effects of a haste spell for the following round. A creature that is slain by this Constitution drain or damage is reduced to a shriveled corpse riddled with deep, dry holes, and can be restored to life only via miracle, true resurrection, or wish. The save DC is Constitution-based.
Immortality (Ex) If Rhan-Tegoth is slain, he merely petrifies into a statue. He remains in statue form, in hibernation, until a living, sentient creature is sacrificed adjacent to the hibernating Great Old One, at which point Rhan-Tegoth is immediately restored to life (as if via true resurrection). If no such sacrifice is performed, Rhan-Tegoth can remain in hibernation in this form forever—though certain rare cosmological events can rouse him from his slumber. In this statue form, he has hardness 30 and 300 hp. If the statue of the hibernating Great Old One is destroyed, it crumbles to dust but immediately affects all creatures within 300 feet with Rhan-Tegoth’s unspeakable presence, and Rhan-Tegoth’s consciousness is transplanted into a different statue of the Great Old One (typically one on another world). If no such statues remain in existence at the time of destruction, his consciousness is instead transplanted into a statue in the past or future to await eventual awakening.
Unspeakable Presence (Su) Failing a DC 35 Will save against Rhan-Tegoth’s unspeakable presence fills the victim with an irresistible urge to sacrifice a living, sentient creature to the Great Old One. Treat this as a geas/quest spell (CL 28th) that ends the moment the affected creature kills a living, sentient creature in Rhan-Tegoth’s name (this is a chaotic evil act). This is a mind-affecting curse effect. The save DC is Charisma-based.
Great Old One, Hastur
This entity appears to be a skeletal human form hidden under tattered yellow robes, but it moves with unsettling, inhuman grace.
Hastur is the most mysterious of the Great Old Ones. In fact, the entity known as Hastur might actually be an Outer God. The physical manifestation of this entity is known as the King in Yellow, and though most consider this creature—a vaguely human-shaped figure draped in a yellow cloak—to be synonymous with Hastur himself, many scholars believe that the King in Yellow is nothing more than an avatar used by the true Hastur to move among the denizens of the physical world. Hastur himself is said to dwell upon a distant world called Carcosa on the shores of the monstrous Lake of Hali, and his power on a planet is strongest when the baleful light of Carcosa’s star is visible in that planet’s night sky.
HASTUR’S CULT
Hastur’s cult is primarily composed of decadent nobles, playwrights, and aristocrats who have grown bored with life and have sought out increasingly deviant, bizarre, and self-destructive methods of achieving gratification in life. His temples are opulent and excessive—opera houses, manors, and the like that contain hidden chambers for pastimes best indulged in secret. His cultists are particularly eager to bring innocents into their fold, exposing them to the Yellow Sign so that their bodies and minds can serve as portals through which the King in Yellow may walk the world. Hastur’s cult is associated with decadence, disorder, and nihilism, and its symbol is the Yellow Sign. The least varieties of these symbols are nonmagical—and somewhat inaccurate—representations of the sigil, though the more powerful cults possess methods by which they can craft fully functional Yellow Signs. Unlike those created by Hastur, a cult-created Yellow Sign can be resisted with a successful DC 23 Will save (as if it were a 9th-level spell). Hastur’s clerics have access to the domains of Chaos, Evil, Rune, and Void, and to the subdomains of Dark Tapestry, Language, Stars, and Wards. Hastur’s favored weapon is the rapier.
CE Medium (, , Great Old One)
Init +26; Senses 60 ft., true seeing; Perception +47
Aura unspeakable presence (300 ft., DC 40)
DEFENSE
AC 48, touch 37, flat-footed 31 (+16 Dex, +1 dodge, +10 insight, +11 natural)
hp 731 (34d8+578); 25
Fort +28, Ref +27, Will +29
Defensive Abilities freedom of movement, immortality, insanity (DC 40); 15/epic and lawful; ability damage, ability drain, aging, cold, death effects, disease, energy drain, mind-affecting effects, paralysis, petrification, sonic; acid 30, electricity 30, fire 30; 40
OFFENSE
Speed 80 ft.; air walk
Melee 4 tattered lash +41 (2d8+7 plus bleed)
Space 5 ft.; Reach 40 ft.
Special Attacks (1d6), fulvous dreams, (10/day, +1d12), reveal visage, sneak attack +10d6, Yellow Sign
(CL 29th; concentration +42)
Constant—air walk, freedom of movement, tongues, true seeing
At will—astral projection, dimension doorM, dreamM, enervationM, greater dispel magic, insanity (DC 30), mirage arcana (DC 28), nightmareM (DC 28), sendingM, veil, wishM (see below)
3/day—demand (DC 31), quickened feeblemind, interplanetary teleport, mass suggestion (DC 29), project image (DC 30)
1/day—symbol of death (DC 31), symbol of fear (DC 29), symbol of insanity (DC 31), symbol of pain (DC 28), symbol of persuasion (DC 29), symbol of strife (DC 32), symbol of stunning (DC 30), symbol of weakness (DC 30)
STATISTICS
Str 24, Dex 43, Con 44, Int 35, Wis 31, Cha 36
Base Atk +25; +41; CMD 69 (can’t be tripped)
Feats Agile Maneuvers, Combat Expertise, Combat Reflexes, Critical Focus, Dodge, Greater Feint, Greater Vital Strike, Improved Critical (tattered lash), Improved Feint, Improved Vital Strike, Mobility, Quicken Spell-Like Ability (feeblemind), Spring Attack, Staggering Critical, Vital Strike, Weapon Finesse, Whirlwind Attack
Skills Acrobatics +53 (+73 when jumping), Bluff +47, Disguise +47, Intimidate +50, Knowledge (arcana, geography, history, local) +46, Knowledge (nobility) +49, Perception +47, Perform (act) +47, Sense Motive +44, Sleight of Hand +50, Spellcraft +49, Stealth +53, Use Magic Device +47
Racial Modifiers +20 Acrobatics when jumping
Languages Aklo; 100 ft., tongues
SQ otherworldly insight
ECOLOGY
Environment any
Organization solitary (unique)
Treasure triple
SPECIAL ABILITIES
Fulvous Dreams (Su) When Hastur uses his nightmare spell-like ability on a creature that has seen the Yellow Sign, he also afflicts that creature with horrifying dreams tinted with a nauseating yellow color and thick with overwhelming sensations of decadence, shame, and entropic disorder. In addition to the effect of nightmare, the target must also succeed at a DC 40 Will save or be compelled to seek out a Yellow Sign, throwing all of his resources and actions into the obsession. While obsessed, the target takes a –4 penalty on Will saving throws, saving throws against symbol spells, concentration checks, and Wisdom-based skill checks. This obsession effect ends immediately if the victim looks upon the Yellow Sign. This is a mind-affecting curse effect. The save DC is Charisma-based.
Immortality (Ex) If Hastur is slain, the robes that drape his frame suddenly drop to the ground as if whatever shape supported them had suddenly ceased to exist. The robes themselves remain inanimate on the ground, but any humanoid creature that touches them must succeed at a DC 40 Will save to resist a sudden urge to put the robes on. Doing so is a full-round action that provokes attacks of opportunity. Once it has donned Hastur’s robes, the creature immediately perishes and its body is destroyed. In its place, Hastur lives again, as if brought back via true resurrection. If the discarded robes are not donned within 24 hours, they fade away, leaving behind a faint yellow stain. In this case, Hastur can’t manifest a physical body again until the conditions are right, or until an unwitting cultist or fool calls him forth once again. The save DC is Charisma-based.
Reveal Visage (Su) As a swift action, Hastur may reveal to one adjacent creature the true shape beneath his robes. The creature must succeed at DC 40 Will save or be paralyzed for 1d4 rounds and take 1d4 points of Wisdom drain at the end of its turn each round the paralysis lasts, though the revelation is too awful for memory to retain. This is a mind-affecting fear effect. The save DC is Charisma-based.
Tattered Lash (Ex) Hastur attacks with long strips of his tattered yellow robes. These strips have a reach of 40 feet and are primary natural slashing attacks. Bleed damage from the strips stacks with itself (up to 10d6 points of bleed damage). Hastur treats insane targets as if they were flat-footed when he attacks with these weapons.
Unspeakable Presence (Su) Failing a DC 40 Will save against Hastur’s unspeakable presence afflicts a creature with a random insanity. A creature that is already insane instead becomes confused for as long as it remains in the area. The save DC is Charisma-based.
Wish (Sp) Although Hastur may use wish as a spell-like ability at will, he can do so only to grant the wishes of other creatures, and only once per creature. Invariably, the results of these wishes serve somehow to advance Hastur’s agenda.
Yellow Sign (Su) Once per day as a free action, Hastur can touch any solid surface and inscribe the Yellow Sign upon it. Once inscribed, the Yellow Sign remains for a year, but is active only on certain nights when the light from Hastur’s distant world shines in the night sky as a star. Any creature that looks upon an active Yellow Sign must succeed at a DC 40 Will save to avoid becoming dominated by Hastur (as dominate monster); whether or not the save is successful, the creature doesn’t have to save against that Yellow Sign again for 24 hours. While the creature is under this domination effect, if the creature’s Charisma drain plus Charisma damage ever equal its Charisma score, it immediately dies and allows Hastur to manifest physically at the location of its corpse, as if the victim had donned Hastur’s tattered robes (see immortality). A Yellow Sign can be removed with dispel chaos, dispel evil, or erase, any of which requires the caster to succeed at a DC 35 caster level check. Mage’s disjunction automatically removes a Yellow Sign. This is a mind-affecting effect. The save DC is Charisma-based.
Great Old One, Cthulhu
This towering impossibility, neither quite octopus nor dragon nor giant but something far worse, must surely herald the end of times.
Known to some as the Dreamer in the Deep, Great Cthulhu is the mightiest of the Great Old Ones. Cthulhu is represented often in artwork—particularly in sculpture, painting, and poetry, for his influence is particularly strong among such sensitive and creative minds. In these eldritch works of art, he is depicted or described as having a vaguely humanoid frame, but with immense draconic wings and an octopus-shaped head. His actual form is somewhat fluid—the Great Old One can shift and reshape his exact countenance as he wills, allowing him to occupy a smaller space than one might expect for a creature that stands over 100 feet tall. It is fortunate indeed that Cthulhu is currently imprisoned on a distant planet within the sunken city of R’lyeh. There, the Great Old One slumbers away the eons in a state neither quite dead nor living, held in stasis by ancient magic and the potency of the Elder Sign, yet at times the city rises from the sea and the doors to his tomb open, granting Cthulhu limited mobility before he must return to his tomb.
CTHULHU’S CULT
Although Cthulhu is imprisoned on a far-f lung world, his dreams span the gulfs of existence and are capable of touching upon the sleeping minds of sensitive or artistic souls, inspiring them with insane visions and driving the creation of all manner of eldritch artistry. In such ways, his cult spreads like a night-borne virus of the dreaming mind across all worlds on which sapient life dwells. Cthulhu is worshiped by various aquatic races and folk who dwell along coasts, but also among certain decadent or fringe societies of artists, poets, and philosophers. When they form, his cults are secretive and careful to hide their allegiance to the Great Old One, meeting only in desolate and otherwise abandoned locales hidden from society’s notice. Central among his cult’s beliefs is the prophecy that one day, the stars will be right and Great Cthulhu shall rise from his corpse-city to usher in the end times, wiping clean all worlds to make them ready for his kind. The cultists believe they might be spared this fate through proper obeisance and fealty, when in truth Cthulhu is unlikely to notice the difference between those who worship him and anyone else. Cthulhu’s cult is associated with cataclysms, dreams, and the stars, and his sacred symbol is a complex rune surrounding an open eye. Cthulhu’s temples are monolithic structures of a stark and cyclopean architectural style, but most of his faithful lack the resources to build such temples and instead make do with what they can, hiding away personal shrines in underground chambers or in shacks or glades in the remote wilderness. Cthulhu’s clerics have access to the domains of Chaos, Evil, Madness, and Void, and to the subdomains of Dark Tapestry, Insanity, Nightmare, and Stars. His favored weapon is the dagger—often one with a curving blade.
CE Colossal (, , Great Old One)
Init +15; Senses 60 ft., true seeing; Perception +52
Aura unspeakable presence (300 ft., DC 40)
DEFENSE
AC 49, touch 29, flat-footed 44 (+12 deflection, +5 Dex, +10 insight, +20 natural, –8 size)
hp 774 (36d8+612); 30
Fort +29, Ref +29, Will +33
Defensive Abilities freedom of movement, immortality, insanity (DC 40), non-euclidean; 20/epic and lawful; ability damage, ability drain, aging, cold, death effects, disease, energy drain, mind-affecting effects, paralysis, and petrification; acid 30, electricity 30, fire 30, sonic 30; 41
OFFENSE
Speed 60 ft., 200 ft. (average), 60 ft.
Melee 2 claws +42 (4d6+23/19–20 plus grab), 4 tentacles +42 (2d10+34/19–20 plus )
Space 40 ft.; Reach 40 ft.
Special Attacks cleaving claws, (3d6+23), dreams of madness, (10/day, +1d12), powerful blows (tentacle), tentacles, (2d8+30, DC 51)
(CL 30th; concentration +42)
Constant—freedom of movement, true seeing
At will—astral projection, control weatherM, dreamM, greater dispel magic, greater teleport, insanity (DC 29), nightmareM (DC 29), sendingM
3/day—antipathy (DC 30), demand (DC 30), quickened feeblemind, gate, weird (DC 31)
1/day—implosion (DC 31), (level 9, 2d4 star-spawn of Cthulhu 100%), symbol of insanity (DC 30), wishM
STATISTICS
Str 56, Dex 21, Con 45, Int 31, Wis 36, Cha 34
Base Atk +27; +58 (+60 bull rush, +62 grapple or sunder); CMD 97 (99 vs. bull rush or sunder)
Feats Ability Focus (nightmare), Awesome Blow, Combat Reflexes, Craft Wondrous Item, Critical Focus, Flyby Attack, Greater Sunder, Greater Vital Strike, Hover, Improved Bull Rush, Improved Critical (claw), Improved Critical (tentacle), Improved Sunder, Improved Vital Strike, Power Attack, Quicken Spell-Like Ability (feeblemind), Staggering Critical, Vital Strike
Skills Fly +36, Knowledge (arcana) +49, Knowledge (dungeoneering, engineering, geography, history, nature, planes, religion) +46, Perception +52, Sense Motive +49, Spellcraft +49, Swim +70, Use Magic Device +48
Languages Aklo; 300 ft.
SQ , greater starflight, otherworldly insight
ECOLOGY
Environment any (R’lyeh)
Organization solitary (unique)
Treasure triple
SPECIAL ABILITIES
Cleaving Claws (Ex) A single attack from one of Cthulhu’s claws can target all creatures in a 10-foot square. Make one attack roll; any creature in the area whose AC is equal to or lower than the result takes damage from the claw.
Dreams of Madness (Su) When Cthulhu uses his nightmare spell-like ability on a creature with one or more ranks in a Craft or Perform skill, he also afflicts the creature with maddening dreams. In addition to the effect of nightmare, the target must succeed at a DC 40 Will save or contract a random insanity. This is a mind-affecting effect. A creature that already has an insanity is immune to this ability. The save DC is Charisma-based.
Greater Starflight (Su) Cthulhu can survive in the void of outer space, and flies through outer space at incredible speeds. Although the exact travel time will vary from one trip to the next, a trip within a solar system normally takes Cthulhu 2d6 hours, and a trip beyond normally takes 2d6 days (or more, at the GM’s discretion).
Immortality (Ex) If Cthulhu is killed, his body immediately fades away into a noxious cloud of otherworldly vapor that fills an area out to his reach. This cloud blocks vision as obscuring mist, but can’t be dispersed by any amount of wind. Any creature in this area must succeed at a DC 45 Fortitude save or be nauseated for as long as it remains in the cloud and for an additional 1d10 rounds after it leaves the area. Cthulhu returns to life after 2d6 rounds, manifesting from the cloud and restored to life via true resurrection, but is staggered for 2d6 rounds (nothing can remove this staggered effect). If slain again while he is staggered from this effect, Cthulhu reverts to vapor form again and his essence fades away after 2d6 rounds, returning to his tomb in R’lyeh until he is released again. The save DC is Constitution-based.
Non-Euclidean (Ex) Cthulhu does not exist wholly in the physical world, and space and time strain against his presence. This grants Cthulhu a deflection bonus to AC and a racial bonus on Reflex saves equal to his Charisma modifier (+12). His apparent and actual position are never quite the same, granting him a 50% miss chance against all attacks. True seeing can defeat this miss chance, but any creature that looks upon Cthulhu while under the effects of true seeing must succeed at a DC 40 Will save or be afflicted by a random insanity (this is a mind-affecting effect). The save DC is Charisma-based.
Tentacles (Ex) Cthulhu’s tentacles are a primary attack.
Unspeakable Presence (Su) Failing a DC 40 Will save against Cthulhu’s unspeakable presence causes the victim to immediately die of fright. This is a death and fear effect. A creature immune to fear that fails its save against Cthulhu’s unspeakable presence is staggered for 1d6 rounds instead of killed. The save DC is Charisma-based.
Great Old One, Tawil at’Umr
A gray robe and veil obscure this humanoid’s form, save for a foaming mass of bubbles and tentacles extending from below.
Tawil at’Umr is unusual among the Great Old Ones, for it is a physical projection of the will of one of the most powerful of the Outer Gods—Yog-Sothoth. As a sort of avatar of this deity, Tawil at’Umr pursues its own goals throughout the Material Plane and dimensions that intersect it in ways mortals can never fully understand. Tawil at’Umr is just as likely to react to attacks against it with its formidable combat prowess as it is to ignore its attackers or simply relocate to another point in the multiverse—its reasons for doing so are as inscrutable as its plans for reality. Some scholars theorize that Tawil at’Umr is little more than a side effect of Yog-Sothoth’s presence upon reality when the Outer God brushes up against this universe. Even if this is the case, Tawil at’Umr’s knowledge of reality is vast, and many have sought the avatar out to learn its secrets. Tawil at’Umr appears as a cloaked figure of approximately the same shape as the observer, yet larger— when viewed by a humanoid, it stands 12 feet tall. When it casts its cloak aside, it is revealed as a seething mass of protoplasm capable of taking many shapes and forms, several of which should not be able to exist.
TAWIL AT’UMR’S CULT
Very few even know about the existence of Tawil at’Umr, much less worship this Great Old One. Most who would venerate it instead worship it in its true form, Yog- Sothoth. Those who choose to exalt this less-powerful but highly-focused avatar tend to do so as individuals, and no organized cult to Tawil at’Umr is known to exist. Those who specifically seek to devote themselves to Tawil at’Umr typically do so out of a mistaken impression that worship matters to the avatar. Tawil at’Umr’s symbol is a black spiral inside of a hexagon, and his favored weapon is the dagger. The Great Old One grants access to the domains of Chaos, Knowledge, Travel, and Void, and to the subdomains of Dark Tapestry, Exploration, Night, and Stars.
CN Large (, , Great Old One)
Init +27; Senses 60 ft., , true seeing; Perception +49
Aura cloak of chaos (DC 30), unspeakable presence (300 ft., DC 39)
DEFENSE
AC 49, touch 37, flat-footed 35 (+4 deflection, +13 Dex, +1 dodge, +10 insight, +12 natural, –1 size)
hp 752 (35d10+560); 30
Fort +31, Ref +36, Will +34
Defensive Abilities , dimensional , freedom of movement, immortality, insanity (DC 39); ability damage, ability drain, aging, cold, death effects, disease, energy drain, mind-affecting effects, paralysis, petrification, sonic; acid 30, electricity 30, fire 30; 41
OFFENSE
Speed 60 ft., 120 ft. (perfect)
Melee 2 slams +51 (2d8+17 plus temporal displacement), 4 tentacles +49 (6d6+8/19–20 plus )
Space 10 ft.; Reach 10 ft. (30 ft. with tentacles)
Special Attacks command the ancient ones, (6d6+25), dimensional dreams, merge lives, (10/day, +1d12), portal mastery
(CL 30th; concentration +42)
Constant—cloak of chaos (DC 30), freedom of movement, tongues, true seeing
At will—astral projection, dimensional lockM, dreamM, greater dispel magic, interplanetary teleport, nightmareM, plane shiftM (DC 29), sendingM, teleport object (DC 29)
3/day—demand (DC 30), quickened disintegrateM (DC 28), quickened feeblemind (DC 27), quickened misleadM (DC 28)
1/day—gate, microcosm (DC 31), (level 9, 2 ancient ones 100%), time stopM, wishM
STATISTICS
Str 44, Dex 36, Con 43, Int 35, Wis 32, Cha 35
Base Atk +35; +53; CMD 91 (can’t be tripped)
Feats Combat Expertise, Combat Reflexes, Critical Focus, Dodge, Flyby Attack, Greater Disarm, Greater Sunder, Improved Critical (tentacle), Improved Disarm, Improved Initiative, Improved Sunder, Mobility, Multiattack, Power Attack, Quicken Spell-Like Ability (disintegrate, feeblemind, mislead), Staggering Critical
Skills Acrobatics +48, Bluff +50, Diplomacy +47, Disguise +47, Fly +57, Intimidate +47, Knowledge (arcana, engineering, geography, history, nature, religion) +47, Knowledge (planes) +50, Perception +49, Sense Motive +49, Spellcraft +47, Stealth +47, Use Magic Device +47
Languages Aklo; 1 mile; tongues
SQ otherworldly insight
ECOLOGY
Environment any
Organization solitary (unique)
Treasure triple
SPECIAL ABILITIES
Command the Ancient Ones (Su) Tawil at’Umr commands the obedience of a race of lesser immortals known as the ancient ones, creatures akin to itself but of inferior power. An ancient one is a hundun with the invincible mythic simple template that is native to the Material Plane. In addition to Tawil at’Umr being able to summon ancient ones to its side, any command spoken or telepathically sent from it to an ancient one (but not to a normal hundun) must be obeyed without question (and with no save).
Dimensional Dreams (Su) When Tawil at’Umr uses its nightmare spell-like ability, it can target any creature it has affected with its spell-like or supernatural abilities, or any creature that has ever traveled via a gate spell, regardless of distance. In addition to the effects of nightmare, the target must succeed at a DC 39 Will save or die, only to be reincarnated a moment later into a new body on another world. This is a mind-affecting death effect. The save DC is Charisma-based.
Dimensional Fortification (Ex) Tawil at’Umr cannot be forced to travel via teleportation effects unless it so chooses.
Immortality (Ex) If Tawil at’Umr is killed, Yog-Sothoth can create a new avatar immediately. The replacement Tawil at’Umr typically does not reappear where it was killed, and it usually does not seek revenge against those who slew its predecessor. Usually.
Merge Lives (Su) Once per day as a full-round action, Tawil at’Umr can cause a touched creature’s mind (the target) to merge with any other creature (the host) that Tawil at’Umr has affected via dimensional dreams. The target can resist this effect with a successful DC 39 Will save. If the creature fails its save, its body vanishes (leaving behind any gear it may have carried) and its mind becomes trapped in the host creature’s mind. The target can observe the world through the host creature but cannot control the host creature’s actions. In time, or under certain conditions, the target can eventually take control of the host’s actions, but these developments are rare and require hundreds of years to occur (usually, the host creature dies long before the target can exert such influence). To others, it is rarely apparent which body throughout the countless worlds Tawil at’Umr has seen was chosen as a host for the target’s mind. This is a mind-affecting curse effect. The save DC is Charisma-based.
Portal Mastery (Su) Tawil at’Umr senses when a creature is about to teleport into its vicinity (within range of its unspeakable presence), or when a portal is about to open in that same area. If it wishes, Tawil at’Umr can block the teleportation or portal effect from occurring as an immediate action. The creator of the effect must succeed at a caster level check against Tawil at’Umr’s spell resistance or the effect is countered.
Temporal Displacement (Su) A creature struck by one of Tawil at’Umr’s slam attacks must succeed at a DC 39 Fortitude save or enter a state of suspended animation like that created by temporal stasis. This condition cannot be removed via dispel magic, nor does freedom of movement offer protection. Freedom can immediately end this effect, as can Tawil at’Umr’s touch. Once every 24 hours, a displaced creature can attempt a new DC 39 Fortitude save to end the effect, but otherwise this effect is permanent. The save DCs are Charisma-based.
Unspeakable Presence (Su) As long as it remains shrouded in its cloak, Tawil at’Umr’s unspeakable presence is suppressed, but as soon as it attacks or otherwise reveals its true form, any creature within range that fails a DC 39 Will save is placed in its own subjective reality, as if under the effects of a microcosm spell . A creature immune to mind-affecting effects that fails its save against this effect is instead staggered for 1d6 rounds. This is a mind-affecting phantasm effect. The save DC is Charisma-based.