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TitleOccult Bestiary for pathfinder
TagsMagic (Paranormal)
File Size8.4 MB
Total Pages68
Table of Contents
                            Front Matter
	Front Cover
	Front Inside Cover
	Credits / Table of Contents
	Introduction
Occult Bestiary
	A - D
		Aeon, Synesis
		Alter Ego
			Creating an Alter Ego
		Animus Shade
			Creating an Animus Shade
		Asura, Vayuphak
		Azata, Uinuja
		Baku Dreamweaver
		Boggart
		Caulborn Thoughtkeeper
		Cerebric Cyst
		Chyzaedu
		Combusted
		Contemplative, Enlightened
		Dark Empath
		Demon, Painajai
		Derro Magister
		Devil, Mnemor
		Dreamthief Hag
		Duergar Tyrant
			Duergar Tyrant Characters
	E - N
		Echohusk
			Creating an Echohusk
			Variant: Dread Echohusk
		Egophage
		Fear Eater
		Feargaunt
		Hive Mind Beetle Swarm
		Kyton, Cantor
		Liavaran Dreamer
		Lich, Psychic
			A Psychic Lich’s Memoir and Legend
			Creating a Psychic Lich
		Munavri
			Munavri Characters
		Naga, Dream
		Neothelid Overlord
	O - S
		Omnipath
		Prana Ghost
			Creating a Prana Ghost
		Prism Dragon
		Psyche Serpent
		Psychic Stalker
		Psychoplasmic Creature
			Creating a Psychoplasmic Creature
		Rakshasa, Amanusya
		Rakshasa, Avatarana
		Samsaran, Reborn
			Reborn Samsaran Characters
		Serpentfolk Reclaimer
		Seugathi Savant
		Shotalashu
	T - Y
		Tattoo Guardian
			Construction
		Tenebrous Blight
		Tychilarius
		Vampire, Psychic
			Creating a Psychic Vampire
		Xill Matriarch
		Xulgath
		Yithian Elder
			Magic Item
Back Matter
	Open Game License
	Back Inside Cover
	Back Cover
                        
Document Text Contents
Page 1

OCCULT BESTIARY

Page 2

Monster CRs, Types, and RolesMonster CRs, Types, and Roles
Monsters by CR
The following section lists all of the monsters included in this book
alphabetically by CR. In the case of templates, only the sample creature
presented with a full stat block at the start of a template’s entry is included.

CR Monster

1/2 Reborn samsaran

1 Echohusk, munavri

2 Dark empath, psyche serpent, shotalashu

3 Combusted, duergar tyrant, tattoo guardian

4 Boggart, synesis, xulgath

5 Derro magister, enlightened contemplative, fear eater, mnemor,
vayuphak

6 Amanusya, alter ego, serpentfolk reclaimer, tenebrous blight

7 Cerebric cyst, psychic stalker

8 Liavaran dreamer, psychic vampire

9 Animus shade, cantor, caulborn thoughtkeeper, dream naga,
feargaunt, psychoplasmic creature, xill matriarch

10 Chyzaedu, egophage, seugathi savant

11 Baku dreamweaver, dreamthief hag, prana ghost

12 Avatarana, psychic lich

13 Hive mind beetle swarm, yithian elder

14 Painajai

15 Uinuja

17 Prism dragon

18 Omnipath

20 Neothelid overlord

23 Tychilarius

Monsters by Type
Listed below are all of the monsters in this book, organized
alphabetically by type and subtype.

Note that the extraplanar entry lists only non-outsiders native to
planes other than the Material Plane; outsiders with the extraplanar
subtype are listed in the appropriate outsider entries. The extraplanar
subtype applies only when the associated creature is not on its plane
of origin. (Consult the respective monster entry for more information
on the plane from which a monster hails.) Conversely, all creatures that
don’t already possess the extraplanar subtype gain that subtype when
encountered on planes other than the Material Plane.

Type (Subtype) Monster

Aberration Chyzaedu, dream naga, egophage, Liavaran
dreamer, neothelid overlord, omnipath, seugathi
savant, Tychilarius, yithian elder

(Aquatic) Omnipath, Tychilarius

Construct Alter ego, tattoo guardian

Dragon Prism dragon

(Extraplanar) Dream naga, prism dragon

Fey Boggart, fear eater

(Fire) Combusted

Humanoid Dark empath, derro magister, duergar tyrant,
munavri, reborn samsaran, xulgath

(Incorporeal) Animus shade, feargaunt, prana ghost, psychic
stalker

Magical beast Baku dreamweaver, hive mind beetle swarm,
psyche serpent, shotalashu

Monstrous
humanoid

Enlightened contemplative, serpentfolk reclaimer

Ooze Cerebric cyst

Outsider Caulborn thoughtkeeper, feargaunt, prana ghost,
psychoplasmic creature

Outsider (aeon) Synesis

Outsider (asura) Vayuphak

Outsider (azata) Uinuja

Outsider (chaotic) Painajai, uinuja

Outsider (demon) Painajai

Outsider (devil) Mnemor

Outsider (evil) Cantor, dreamthief hag, mnemor, painajai,
vayuphak, xill matriarch

Outsider (good) Uinuja

Outsider (kyton) Cantor

Outsider (lawful) Cantor, mnemor, vayuphak

Outsider (native) Amanusya, avatarana

Outsider (rakshasa) Amanusya, avatarana

Plant Tenebrous blight

(Shapechanger) Amanusya, avatarana

(Swarm) Hive mind beetle swarm

Undead Animus shade, combusted, echohusk, psychic lich,
psychic stalker, psychic vampire

Monster Roles
The following table categorizes all of the monsters in this book by their
roles. These roles indicate what types of character classes are treated as
key classes (classes that always advance the CR of the creature by 1 per
class level) for each monster. Unique monsters and monster templates
are not included on this table—a templated monster’s key classes are the
same as the base creature’s key classes, with the exception of echohusks
(which lose their intelligence and thus have no key classes).

Role Monster

Any Duergar tyrant, munavri, reborn samsaran, serpentfolk
reclaimer

Combat Baku dreamweaver, cantor, caulborn thoughtkeeper, cerebric
cyst, dreamthief hag, egophage, fear eater, feargaunt, hive
mind beetle swarm, Liavaran dreamer, mnemor, neothelid
overlord, omnipath, painajai, prism dragon, psyche serpent,
psychic stalker, seugathi savant, uinuja, vayuphak, xill
matriarch, xulgath

No role Combusted, shotalashu, tattoo guardian, tenebrous blight

Skill Amanusya, boggart, dark empath, derro magister

Special Avatarana, enlightened contemplative, synesis, yithian elder

Spell Chyzaedu, dream naga, omnipath

Page 34

Lich, Psychic
This gaunt, ghoulish figure’s skin is inscribed with faintly
glowing runes. Short-lived afterimages trail behind it.

LICH, PSYCHIC CR 12

XP 19,200
Human psychic lich psychic 11 (Pathfinder RPG Occult

Adventures 60)

LE Medium undead (augmented humanoid)

Init +5; Senses darkvision 60 ft.; Perception +11

DEFENSE

AC 20, touch 15, flat-footed 19 (+1 deflection, +1 Dex,

+5 natural, +3 Wis)

hp 96 (11d6+55)

Fort +8, Ref +8, Will +12

Defensive Abilities channel resistance +4, psychic feast,

rejuvenation; DR 15/bludgeoning and magic; Immune

cold, electricity, undead traits

Weaknesses mind-affecting effects

OFFENSE

Speed 30 ft.

Melee touch +4 (1d8+5 plus bewildering touch) or

sickle +4 (1d6–1), touch –1 (1d8+5 plus bewildering touch)

Special Attacks bewildering touch (DC 18), phrenic

amplifications (defensive prognostication, ongoing

defense, overpowering mind, space-rending spell),

phrenic pool (8 points), physical push (+3, 3/day)

Spell-Like Abilities (CL 11th; concentration +17)

1/day—detect thoughts (DC 17), telepathic bond

Psychic Spells Known (CL 11th; concentration +17)

5th (4/day)— echolocationUM, mind fog (DC 21), synapse

overloadOA (DC 21)

4th (6/day)—aura of doomUM (DC 20), freedom of

movement, id insinuation IIIOA (DC 20), mental

barrier IIIOA

3rd (7/day)—dispel magic, fly, haste, mind thrust IIIOA

(DC 19), synaptic pulseOA (DC 19)

2nd (7/day)— bear’s endurance, blur, calm emotions

(DC 18), false life, mental blockOA, resist energy

1st (7/day)—ear-piercing screamUM (DC 17), expeditious

retreat, mage armor, magic missile, mindlinkOA, shield

0 (at will)—arcane mark, dancing lights, detect magic,

detect psychic significanceOA, ghost sound (DC 16), mage

hand, message, prestidigitation (DC 16), read magic

Psychic Discipline self-perfection

STATISTICS

Str 8, Dex 12, Con —, Int 22, Wis 16, Cha 16

Base Atk +5; CMB +4; CMD 22

Feats Craft Wondrous Item, Defensive Combat Training,

Improved Initiative, Intuitive SpellOA, Lightning Reflexes,

Psychic CombatantB, OA, Psychic DefenderB, OA, Quicken

Spell, Toughness

Skills Bluff +17, Disguise +12, Intimidate +15, Knowledge

(arcana) +20, Knowledge (history) +20, Linguistics +20,

Perception +11, Perform (oratory) +10, Sense Motive +25,

Spellcraft +20, Stealth +23; Racial Modifiers +8 Perception,

+8 Sense Motive, +8 Stealth

Languages Abyssal, Aklo, Azlanti, Celestial, Common,

Draconic, Dwarven, Elven, Giant, Gnome, Halfling, Infernal,

Osiriani, Skald, Sylvan, Undercommon, Varisian, Vudrani

SQ bodily purge (6d8), detect thoughts, telepathic bond

ECOLOGY

Environment any

Organization solitary

Treasure NPC gear (sickle, cloak of resistance +2, headband

of vast intelligence +2 [Stealth], ring of counterspells

[dispel magic], ring of protection +1, robe of blending,

scroll of invisibility, other treasure)

While some liches prefer to spend undeath’s eternity
in seclusion, a psychic lich sustains its life force by
embracing its personal accomplishments to create a
powerful astral echo of itself. Even more megalomaniacal
than most liches, psychic liches resemble ordinary liches
for the most part, but their every moment is attended
by ghostly images of past cruelties, a constantly rotating
illusory display of the evil deeds that brought them their
power. Most psychic liches are humans, or come from
other races renowned for their psychic abilities.

A Psychic Lich’s Memoir and Legend
To become a psychic lich, one must create and infuse a
memoir, which serves a similar function to an ordinary
lich’s phylactery. This memoir projects the lich’s personal
legend into the Astral Plane, which is tethered through
the planes to a physical object, typically a magically
strengthened book or scroll (10 hit points, hardness 1,
break DC 15). The only way to destroy the lich is to destroy
his astral legend, which almost always requires the
memoir as a special focus. Unless the astral legend
is erased, the lich can rejuvenate after it is killed (see
Creating a Psychic Lich, below).

Each psychic lich must create its own memoir by using
the Craft Wondrous Item feat. The character must be able
to cast psychic spells at a caster level of 11th or higher. The
memoir costs 120,000 gp to create and has a caster level
equal to that of its creator at the time of creation.

If the physical memoir is destroyed while the psychic
lich’s astral legend survives, the physical memoir gradually
reforms over the course of 1d10 days at a site central to its
creator’s history (such as the library where he first studied
magic or the battlefield where he vanquished a powerful
rival). It typically reappears hidden among other books or
treasures, where an unwitting dupe might begin reading
the text and hasten the psychic lich’s return.

Creating a Psychic Lich
“Psychic lich” is an acquired template that can be added
to any living creature (referred to hereafter as the base
creature), provided it can create the required astral

32

Page 35

OCCULT BESTIARY

memoir. A psychic lich retains all the base creature’s
statistics and special abilities except as noted here.

Challenge Rating: Base creature’s CR + 2.
Alignment: Any evil.
Type: The creature’s type changes to undead. Do not

recalculate BAB, saves, or skill ranks.
Senses: A psychic lich gains darkvision 60 ft.
Armor Class: A psychic lich has a +5 natural armor

bonus or the base creature’s natural armor bonus,
whichever is higher.

Hit Dice: Change all of the creature’s racial Hit Dice to d8s.
All Hit Dice derived from class levels remain unchanged.
As undead, psychic liches use their Charisma modifier to
determine bonus hit points (instead of Constitution).

Defensive Abilities: A psychic lich gains channel
resistance +4, DR 15/bludgeoning and magic, and
immunity to cold and electricity (in addition to those
abilities granted by its undead traits). The lich also gains
the following two defensive abilities.

Psychic Feast (Ex): If a psychic lich succeeds at a Will
saving throw against an attack that has a reduced effect on
a successful save, it instead avoids the effect entirely. If the
effect was a spell with the mind-affecting descriptor, the
psychic lich also heals an amount of damage equal to 1d8
plus the spell’s caster level if it succeeds at its save. A
psychic lich may automatically succeed on any
Will save against a spell it casts that targets
only itself.

Rejuvenation (Su): When a psychic
lich is destroyed, its body reforms
near its astral memoir 10d10 days
later. If a creature reads the psychic
lich’s memoir, the total time is
reduced to one tenth the original result,
which could result in the psychic lich’s
immediate restoration in a new body. Once
the time elapses, the lich wakens fully healed
(albeit without any gear it left behind on
its old body).

The only way to ensure that a psychic
lich does not rejuvenate is to target its
memoir with the spell instigate psychic
duelOA or mindscape doorOA or use it
as a special focus when casting
plane shift or similar magic.
This allows one creature to
instigate a psychic duel
(Pathfinder RPG Occult
Adventures 202) on a veiled,
harmful mindscape with a self-
contained shape inhabited by the
lich’s astral legend. The legend
has the statistics of the lich,
can’t leave the mindscape by
any means, and is permanently

destroyed if reduced to 0 or fewer hit points. An astral
legend can’t be destroyed unless the psychic lich’s physical
body has also been destroyed and has not yet rejuvenated.

Weaknesses: A psychic lich doesn’t gain immunity to
mind-affecting effects as a result of becoming undead.
If the base creature is immune to any mind-affecting
effects, it loses those immunities and instead gains a +4
bonus on saving throws against such effects.

Attacks: A psychic lich has a melee touch attack that it
can use once per round as a natural weapon. A lich fighting
without weapons uses its natural weapons (if it has any) in
addition to its touch attack (which is treated as a primary
natural weapon that replaces one claw or slam attack, if
the creature has any). A lich armed with a weapon uses
its weapons normally, and can use its touch attack as a
secondary natural weapon.

Damage: A psychic lich’s touch attack uses psychic energy
to deal 1d8 points of damage to a target + 1 point of damage
per 2 Hit Dice possessed by the lich. This energy has no
effect on a creature immune to mind-affecting effects.

Special Attacks: A psychic lich gains the special attacks
described below. Save DCs are equal to 10 + 1/2 the lich’s
HD + the lich’s Charisma modifier unless otherwise noted.

Bewildering Touch (Su): Any living creature a psychic
lich hits with its touch attack must succeed at a Fortitude

saving throw or be permanently confused as
its nervous system continuously sends false

signals. The creature doesn’t automatically
attack the psychic lich if it is targeted by

further attacks. Calm emotions or any spell
that can remove a curse can free the victim

(see the bestow curse spell description) with
a DC equal to the bewildering touch’s save

DC. As a full-round action, a creature that
rolls a result of “act normally” can attempt a

new saving throw to
end this effect.

Ability Scores:
Int +2, Wis +2, Cha
+2. Being undead, a
psychic lich has no

Constitution score.
Skills: Psychic liches have

a +8 racial bonus on Perception, Sense
Motive, and Stealth checks. A lich always

treats Climb, Disguise, Fly, Intimidate,
Knowledge (arcana), Knowledge
(religion), Perception, Sense Motive,
Spellcraft, and Stealth as class skills.
Otherwise, skills are the same as the

base creature.
Feats: A psychic lich gains Psychic

CombatantOA, and Psychic DefenderOA
as bonus feats, even if it does not meet

the prerequisites.

33

Introduction

A - D

E - N

O - S

T - Y

Page 68

Little is known about some of the deadliest horrors inhabiting the world of the Pathfinder
Roleplaying Game, and that’s just how these denizens of dream and thought like it. The less
their secrets reach the average adventurer, the more easily they can hunt in the Dimension
of Dreams, steal the minds of unsuspecting victims, and spread fear and discord throughout
the multiverse. But their secrets are finally revealed! The perfect companion to Pathfinder RPG
Occult Adventures, this grimoire of new monsters is a must-have for any Game Master running
an occult campaign, whether or not the player characters are themselves psychic spellcasters.
Within these mysterious pages you’ll find:

► Nearly 50 new creatures that possess psychic abilities or are based on occult themes.
► New playable races, including variant duergar and samsarans, as well as munavris—

albino humanoid denizens of the Darklands’ Sightless Sea.
► Aliens from Golarion’s planetary neighbors and beyond, including yithian

elders, enlightened contemplatives, and Liavaran dreamers.
► Denizens of the mysterious Dimension of Dreams, including rival azatas

and demons who vie for control of sleepers’ minds.
► Seven creature templates to turn your favorite monsters into mind-bending

foes such as alter egos, animus shades, relentless psychic liches, or thought-
sapping psychic vampires.

► Statistics for powerful aboleth omnipaths, neothelid overlords, and the unique
otherworldly horror known as Tychilarius—the perfect capstone to high-level
occult adventures.

Pathfinder Campaign Setting: Occult Bestiary is intended for use with the
Pathfinder Roleplaying Game and the Pathfinder campaign setting, but can
easily be used in any fantasy game setting.

Mind-Shattering Monsters!

Printed in the U.S.A. PZO9284
paizo.com/pathfinder

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