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ContemplativeCreature 2


UncommonNMediumAberration
Source Pathfinder #173: Doorway to the Red Star
Perception +8 (darkvision, thoughtsense (imprecise) 30 feet)
Languages Akitonian, Telepathy 30
Skills Arcana +8, Medicine +6, Nature +8, Occultism +10, Society +8
Str -2, Dex +3, Con +0, Int +4, Wis +2, Cha +3

AC 19; Fort +4; Reflex +9; Will +10;
HP 32
Speed 5 feet (fly 25 feet)
Weaknesses Physical 2
Resistances Mental 5

Claw One Action +7 (+2, -3) to hit (finesse) 1d6 Slashing

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 30 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) 30 feet (divination, mental, occult)

The contemplative senses all non-mindless creatures at the listed range.

Atrophied

A contemplative's limbs are withered and incapable of significant physical exertion. A contemplative can't properly wield a two-handed weapon or object without dedicating its telekinetic powers to supporting the weapon, and even then, it takes a -2 penalty to Strikes with such a weapon. It also can't use its spells or fly as long as it wields a two-handed weapon or object.


Occult Innate Spells (DC 18, +10 to hit)

Cantrips (1st Level): Daze, Ghost Sound, Mage Hand, Read Aura, Telekinetic Projectile
1st Level: Magic Missile


Even the average contemplative demonstrates an intellect that far surpasses those of most other beings.


The ancestors of the Contemplatives of Ashok were humanoids of vast intellect who unlocked occult powers. They deliberately evolved their mental faculties at the expense of their physical forms, and their atrophied bodies dangle beneath giant brains.


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.