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AdachrosCreature 13


UncommonNLargeAstral
Source Pathfinder Bestiary 3
Perception +22 (thoughtsense (imprecise) 120 feet)
Languages Abyssal, Celestial, Common, Daemonic, Infernal, Protean, Requian, Utopian, Telepathy 120 Feet
Skills Athletics +25, Deception +25, Intimidation +27, Lore +28, Occultism +22
Str +6, Dex +2, Con +5, Int +5, Wis +5, Cha +8

AC 34; Fort +24; Reflex +21; Will +26;
HP 225
Speed 40 feet (fly 40 feet)
Resistances Mental 15

Fist One Action +27 (+23, +19) to hit (agile, magical, versatile p) 3d10+14 Bludgeoning
Psychic Shard One Action +27 (+22, +17) to hit (magical, range increment 60) 3d8+14 Piercing

Telepathy 120 feet (aura, divination, magical)

A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.

Thoughtsense (Imprecise) 120 feet (divination, mental, occult)

Thoughtsense allows a monster to sense all non-mindless creatures at the listed range.

Self-Absorbed

The adachros denies any version of reality but their own. If they begin their turn under an enchantment or illusion effect, they immediately attempt to counteract one such effect with a counteract modifier of +23, even if the effect prevents the adachros from acting.

Splinter Sycophant Reaction

Trigger The adachros takes 25 or more bludgeoning, piercing, or slashing damage


Effect The attack breaks off part of the adachros's body. This fragment reshapes and animates into an Ioton with the minion trait under the adachros's control. The ioton sycophant can't move more than 120 feet from the adachros and crumbles after 1 minute.

If the adachros gives it no other commands, the ioton sycophant spends its turn praising the adachros and affirming the adachros's infallibility; this grants the adachros 4d6 temporary Hit Points that last for as long as the ioton sycophant exists, and a +1 status bonus to attack rolls, Perception checks, saving throws, and skill checks for 1 round.

Effect: Praise Adachros

Fatal Fantasia (illusion, mental)

An adachros's melee and ranged Strikes gain the fatal d12 trait against any creature affected by the adachros's enchantment or illusion spells, including creatures in the area of a Hallucinatory Terrain that haven't disbelieved the effect.


Occult Innate Spells (DC 33, +25 to hit)

Cantrips (7th Level): Daze, Detect Magic
4th Level: Hallucinatory Terrain, Modify Memory
5th Level: Hallucination, Illusory Scene
6th Level: Zealous Conviction
7th Level: Reverse Gravity


When a nascent demiplane fails to coalesce, its quintessence sometimes collapses into an adachros, a dangerous entity that combines overwhelming mental potential with no exposure to alternate viewpoints. Some of these megalomaniacal beings are tyrants, creating illusory kingdoms populated by abducted creatures forced to validate the creator's views. A more altruistic adachros might seek out pupils to reeducate and advise-though often without their consent-while always pushing their students to accept whatever unique philosophy was involved in their creation. An adachros might abandon disciples who spurn them, but more often, they become a bitter enemy, intent on destroying the perceived heretics.


The Astral Plane is a planar nexus, connecting the planes of the Inner Sphere to those of the Outer Sphere, a realm of timeless silver substance charged with mental essence drawn from throughout the Great Beyond. Most creatures on the Astral Plane are visitors-predators seeking to poach from the River of Souls, psychopomps guarding against such incursions, and aeons monitoring the flow of raw quintessence through the Antipode. Yet, this plane has spawned creatures native to its strange currents and eddies, foremost of which is the family of thought-spawned creatures known as ennosites.

An ennosite's form physically embodies of its thought and purpose. As some ideals and goals are shared, so are certain forms.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.