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Bauble BeastCreature 6


UncommonNLargeBeastEarth
Source Pathfinder Bestiary 3
Perception +13 (darkvision)
Languages Common, Dwarven, Terran, Undercommon
Skills Athletics +14, Crafting +13, Deception +14, Diplomacy +12, Lore +18, Society +11, Stealth +14, Thievery +14
Str +4, Dex +4, Con +3, Int +1, Wis +3, Cha +4

AC 23; Fort +15; Reflex +12; Will +15;
HP 100
Speed 30 feet (climb 10 feet)

Jaws One Action +16 (+11, +6) to hit 1d8+7 Piercing
Leg One Action +16 (+12, +8) to hit (agile) 1d10+7 Bludgeoning
Bile One Action +16 (+11, +6) to hit (acid, range increment 30) 2d8 Acid

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.

Forge Jewelry (arcane, enchantment, exploration)

The jeweler beast creates imitation jewelry within its own digestive system. This takes about 4 hours.

Determining the jewelry is fake works like detecting a forgery, using either DC 25 perception or DC 25 crafting instead of Perception or Society, with a DC of 25.

The process of creating fake jewelry also places an enchantment inside the item. Anyone who dons the imitation jewelry is targeted with a DC 24 will Suggestion spell with a duration of 1 hour on a failure or 24 hours on a critical failure. A creature that fails learns the location where the fake jewelry was created and is compelled to collect their valuable belongings and bring them to that location. Removing the imitation jewelry ends the spell immediately, but the wearer can't take it off voluntarily.

Philanthropic Bile

Exposure to the bauble beast's magical stomach fluids enchants the mind.

A creature critically hit by the beast's jaws or bile Strike is subject to a Charitable Urge spell (DC 23 will).


The reclusive and deceptive creatures called bauble beasts create false jewelry as a byproduct of their extremely bizarre magical digestive systems. Two natural skin conditions provide the raw materials for this process: scaly patches of thin layers of metal, and warts that resemble gemstones. By chewing loose these patches and swallowing them, a bauble beast magically constructs the jewelry in its guts. After passing the forgery, it polishes and reshapes the item to make it more convincing. The beast then sneaks into a settlement to place the jewelry somewhere it can be found. A creature who dons this false jewelry is compelled to fetch their real valuables and deliver them to the beast, which it happily collects. Some bauble beasts simply send the confused victim on their way, but other more evil bauble beasts slay them to avoid being found out.

This imitation jewelry fools laypeople, but it's infamous among merchants. Merchant training usually includes a brief course on detecting bauble beast jewelry's subtle but distinctive sweet odor.

Though largely solitary, bauble beasts occasionally socialize with others who share their limited interests, primarily merchants, jewelers, earth elementals, and other bauble beasts. Xorns have a particular fondness for bauble beasts-or at least their gems. Though these aren't as nourishing as real gems, xorns find the flavor decadent and eat them as a sort of junk food.


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.

Earth

Effects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a magical connection to that element.