🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

HegessikCreature 15


CNLargeMonitorProtean
Source Pathfinder #162: Ruins of the Radiant Siege
Perception +29 (darkvision, entropy sense (imprecise) 60 feet)
Languages Abyssal, Celestial, Protean, Telepathy 100 Feet, Tongues
Skills Acrobatics +25, Athletics +27, Deception +29, Diplomacy +29, Intimidation +27, Religion +29, Stealth +27, Survival +27
Str +8, Dex +6, Con +7, Int +4, Wis +6, Cha +6

AC 37; Fort +26; Reflex +23; Will +29; +1 status to all saves vs. divine magic
HP 250 (fast healing 10)
Speed 30 feet (fly 30 feet, swim 30 feet)
Weaknesses Lawful 15
Resistances Precision 10, Protean anatomy 20

Jaws One Action +30 (+25, +20) to hit (chaotic, magical, reach 10) 3d8+14 Piercing + 1d6 Chaotic
Claw One Action +30 (+26, +22) to hit (agile, chaotic, magical, reach 10) 2d8+14 Slashing + 1d6 Chaotic
Tail One Action +30 (+25, +20) to hit (chaotic, magical, reach 15) 2d8+14 Bludgeoning + 1d6 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.

Entropy Sense (Imprecise) 60 feet (divination, divine, prediction)

A hegessik can anticipate the most likely location of a creature through their supernatural insight into the forces of chaotic probabilities and chance. This grants the hegessik the ability to sense creatures within the listed range.

The hegessik's entropy sense doesn't detect creatures under the effects of Nondetection or that are otherwise shielded from divinations and predictions.

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.

+1 Status Bonus on Saves vs. Divine MagicFast Healing 10

A monster with this ability regains the given number of Hit Points each round at the beginning of its turn.

Maddening Whispers (aura, divine, enchantment, mental)

30 feet Aura


A susurrus of distracting whispers and dilations in reality surround a hegessik.

When a non-protean ends its turn in the aura, it must attempt a DC 33 will save. If it fails, it becomes Confused for 1 round.

Protean Anatomy 20 (divine, transmutation)

A hegessik's vital organs shift and change shape and position constantly. Immediately after the hegessik takes acid, electricity, or sonic damage, it gains the listed amount of resistance to that damage type. This lasts for 1 hour or until the next time the protean takes damage of one of the other types (in which case its resistance changes to match that type), whichever comes first.

The hegessik is immune to polymorph effects unless it is a willing target. If Blinded or Deafened, the hegessik automatically recovers at the end of its next turn as new sensory organs grow to replace the compromised ones.

Change Shape One Action (concentrate, divine, polymorph, transmutation)

The hegessik takes the appearance of any Large or smaller creature. This doesn't change its Speed or its attack and damage bonuses with its Strikes, but might change the damage type its Strikes deal.


The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.

Constrict One Action

2d8+14 bludgeoning damage, DC 36 basic fortitude


The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.

Leaching Glare One Action (divine, enchantment)

The hegessik briefly opens its third eye.

Non-protean creatures in a 30-foot cone must succeed at a DC 38 will save or become Stupefied 2 for 1 round (Stupefied 3 on a critical failure).

Telekinetic Reach Two Actions (divine, evocation, force)

The hegessik manifests psychic versions of its natural attacks and makes a Strike with each of its jaws, claw, and tail, in any order. These Strikes have a reach of 60 feet.

These attacks count toward the hegessik's multiple attack penalty, but the penalty doesn't increase until after it makes all the attacks.

Warpwave Strike (divine, transmutation)

Any creature struck and damaged by a hegessik's jaws Strike must succeed at a DC 36 fortitude save or be subject to a Warpwave

Grab One Action

Requirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.


Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.


Divine Innate Spells (DC 38, +30 to hit)

1st Level: Detect Alignment (At Will) (Self Only)
4th Level: Dimension Door (At Will), Freedom of Movement (Constant)
5th Level: Dimension Door, Tongues (Constant)
6th Level: Baleful Polymorph, Slow (At Will), Teleport (At Will) (Self Only)
7th Level: Dispel Magic (At Will), Plane Shift
8th Level: Confusion, Divine Aura (Chaotic Only), Divine Wrath (Chaotic Only)



Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.