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BaatamidarCreature 21


RareCNMediumMonitor
Source Pathfinder #162: Ruins of the Radiant Siege
Perception +39 (darkvision, true seeing)
Languages Abyssal, Celestial, Infernal, Protean, Telepathy 100 Feet
Skills Acrobatics +38, Arcana +37, Athletics +35, Diplomacy +35, Intimidation +37, Occultism +37, Religion +37, Stealth +38
Str +6, Dex +9, Con +5, Int +6, Wis +10, Cha +6

AC 42; Fort +32; Reflex +36; Will +39;
HP 350 (regeneration 30 (deactivated by lawful)
Speed 0 feet (fly 70 feet, swim 50 feet)
Immunities acid, paralyzed
Weaknesses Lawful 20
Resistances Precision 20

Tentacle One Action +36 (+31, +26) to hit (chaotic, finesse, magical, reach 15) 4d8+14 Bludgeoning + 2d6 Chaotic

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Telepathy 100 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.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

Regeneration 30 (Deactivated by Lawful)

This monster regains the listed number of Hit Points each round at the beginning of its turn. Its Dying condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4.

Unrelativity Field (arcane, aura, enchantment, incapacitation, mental)

1 mile Aura


Creatures who start their turn in the aura must succeed at a DC 48 will save or become unable to understand any communication (including telepathy), distinguish social rank or authority, or differentiate the relative value of objects or services. This persists for as long as the creature is in the aura.

Creatures who succeed at the save are temporarily immune for 1 hour (24 hours on a critical success). Proteans are immune to the unrelativity field.

The baatamidar can suppress this aura or activate it again as a free action.

Mind-Numbing Grasp

The baatamidar's tentacles leech away thought. A creature that starts its turn grabbed by the baatamidar must attempt a DC 41 will save.


Critical Success Unaffected.

Success Stupefied 1 for 1 round.

Failure Stupefied 3 for 1 minute.

Critical Failure Stupefied 3 for an unlimited duration.

Writhing Arms Two Actions

The baatamidar makes up to four tentacle Strikes, each against a different target. Each attack counts separately for the baatamidar's multiple attack penalty, but the penalty doesn't increase until the baatamidar has made all the attacks.

If the baatamidar subsequently uses the Improved Grab action, it can Grab any number of creatures it hit with Writhing Arms.

Improved Grab Free Action

The monster can use Grab as a free action triggered by a hit with its initial attack. A monster with Improved Grab still needs to spend an action to extend the duration for creatures it already has Grabbed.


Arcane Innate Spells (DC 44, +36 to hit)

8th Level: Dispel Magic (At Will), Mind Blank (At Will)
9th Level: Prismatic Sphere
10th Level: Cataclysm, Detect Alignment (Constant), True Seeing (Constant)


Baatamidars are drawn to destroy planar communities on the fringes where the Outer Planes touch the chaos of the Maelstrom. They resemble floating blobs of undulating, prismatic ooze with four quivering tentacles and dribbles of oily slime that always drip upwards.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.