🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Contemplative MentorCreature 18


RareNMediumAberration
Source Pathfinder #173: Doorway to the Red Star
Perception +31 (darkvision, thoughtsense 100 feet)
Languages Akitonian, Telepathy 100 Feet; Tongues
Skills Arcana +35, Deception +32, Lore +35, Diplomacy +32, Medicine +31, Nature +31, Occultism +37, Society +33
Str -2, Dex +6, Con +0, Int +9, Wis +5, Cha +6

AC 44; Fort +24; Reflex +30; Will +33;
HP 335
Speed 5 feet (fly 30 feet)
Weaknesses Physical 10
Resistances Mental 20

Claw One Action +32 (+27, +22) to hit (finesse, magical) 3d8+6 Slashing + 4d6 Mental

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.

Temporal Sense 100 feet

A contemplative meditant can always roll Dimension of Time Lore for initiative. When it does, it gains a +2 circumstance bonus to the roll as it acts on flashes of insight harvested from potential futures.

Thoughtsense 100 feet (divination, mental, occult)

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

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.

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.

Project Calm Three Actions (emotion, enchantment, mental, occult)

The contemplative mentor projects a field of perfect calm in a 60-foot emanation. All creatures within the area of effect must succeed at a DC 40 will save or be unable to take hostile actions for 1 round.

After using this ability, the contemplative is Drained 1, or increases its drained value by 1 if it was already drained. A contemplative mentor can't use this ability if its drained value is 3 or more.

Temporal Suppression One Action (enchantment, mental, occult)

Frequency once per round


Effect The contemplative attempts to hinder a target creature's personal flow of time. The target must be within 60 feet, and once targeted must attempt a DC 40 will save, becoming Slowed 1 on a failure or Slowed 2 on a critical failure.

Each time an affected creature ends its turn, its slowed value decreases by 1. A creature that critically succeeds on their save against Temporal Suppression is temporarily immune to it for 24 hours.


Occult Innate Spells (DC 43, +33 to hit)

Cantrips (9th Level): Daze, Ghost Sound, Mage Hand, Read Aura, Telekinetic Projectile
1st Level: Magic Missile (2x), Sanctuary
3rd Level: Haste, Slow
4th Level: Dimensional Anchor
5th Level: Tongues (Constant)
7th Level: Return To Essence
8th Level: Disappearance (Self Only), Discern Location
9th Level: Foresight

Rituals

8th Level: Rite of the Red Star


As they near the next phase of their journey through existence, contemplative mentors split their time between unlocking the highest secrets of time and space, and guiding their students and less-talented peers.


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

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.