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BythosCreature 16


UncommonLNLargeAeonMonitor
Source Pathfinder Bestiary 2
Perception +30 (darkvision)
Languages Envisioning
Skills Arcana +29, Athletics +32, Deception +25, Intimidation +25, Nature +30, Occultism +29, Religion +30, Stealth +26
Str +8, Dex +4, Con +5, Int +7, Wis +8, Cha +5

AC 39; Fort +25; Reflex +26; Will +30; +1 status to all saves vs. magic
HP 245 (regeneration 15 (deactivated by chaotic)
Speed 0 feet (fly 35 feet)
Weaknesses Chaotic 15

Fist One Action +32 (+27, +22) to hit (lawful, magical, reach 10) 2d8 Lawful + 2d8 Cold + 2d8+16 Bludgeoning

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.

Envisioning

When a bythos conveys information, it does so wordlessly through psychic projections. This acts as Telepathy with a range of 100 feet but is understandable to all creatures regardless of whether they have a language.

The meaning to non-aeons can be vague and is often mysterious. A bythos can use this ability to communicate flawlessly with any other aeon on the same plane.

+1 Status to All Saves vs. MagicRegeneration 15 (deactivated by chaotic)

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.

Confusing Gaze (aura, divine, enchantment, emotion, incapacitation, mental, visual)

30 feet.

A creature that ends its turn in the aura must attempt a DC 34 will save. If it fails, it's Confused for 1 round (or 1d4 rounds on a critical failure).

Temporal Reversion Free Action (fortune)

Trigger The bythos fails or critically fails a check

Frequency once per day


Effect The bythos rerolls the triggering check and takes the better result.

Aging Strikes Two Actions (divine, necromancy)

The bythos make two fist Strikes against a single target. If both Strikes hit, the target attempts a DC 37 fortitude save. Creatures that don't get weaker with age or don't age are immune (GM's discretion).

If a creature becomes clumsy 4, drained 4, and enfeebled 4 due to Aging Strikes, it dies of old age.


Success The creature is unaffected.

Failure The creature becomes Clumsy 1, Drained 1, and Enfeebled 1, or increases each of these conditions by 1. This effect is cumulative with other aging strikes from bythoses, to a maximum of clumsy 4, drained 4, and enfeebled 4.

Critical Failure As failure, but the creature becomes Clumsy 2, Drained 2, and Enfeebled 2, or increases these conditions by 2.

Focused Gaze One Action (concentrate)

The bythos focuses its gaze on a creature it can see within 30 feet. The target must attempt a save against the bythos's confusing gaze. A bythos can't use this ability against the same creature more than once per turn.

Temporal Flurry Two Actions

The bythos makes four fist Strikes. Its multiple attack penalty increases normally with each attack.

Temporal Strike Two Actions (divine, conjuration, incapacitation, teleportation)

The bythos touches a creature or object to displace it from time. The target attempts a DC 37 fortitude save.


Critical Success The target is unaffected.

Success Time flows around the target; the target is Slowed 1 for 1 round.

Failure The target disappears from the present moment and reappears in the same location 1d4 rounds later as if no time had passed for it. If a creature or object occupies that space when the target returns, the target appears in the closest available space to its original location.

Critical Failure As failure, but the target is Slowed 1 for an extra 1d4 rounds after it returns.


Divine Innate Spells (DC 37, +27 to hit)

4th Level: Dimensional Anchor (At will)
6th Level: Slow
7th Level: Dimensional Anchor, Dimensional Lock, Haste, Plane Shift
8th Level: Augury (At will), Teleport

Rituals

8th Level: Imprisonment (Temporal stasis only)


The bythos is a guardian of space and time, and at all times seeks out those who misuse planar and temporal magic. A bythos is a roughly humanoid creature with four arms and a body made of swirling clouds and mist. Despite its appearance, its body feels like dry stone. A bythos seeks out paradoxes caused by irresponsible planar or dimensional travelers and repairs breaches where the barriers between planes have become thin or damaged. If the mortals responsible remain in the area and cannot be convinced to cease their activities, the bythos has no qualms about removing them. Using its ability to manipulate time, a bythos might cause an opponent to quickly die of old age as time speeds up around them, or cause a target to disappear from time and space.


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.

Aeon

These monitors are the self-styled defenders of reality. Traditional aeons have dualistic natures and forms, and they hold a dichotomy of interests, though axiomites and inevitables do not. Aeons other than axiomites and inevitables communicate via a strange telepathic hodgepodge of sensory sending called envisioning.