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Intellect AssemblageCreature 19


RareNMediumConstruct
Source Pathfinder #186: Ghost King's Rage
Perception +29 (thoughtsense 100 feet, no vision)
Languages Common, Telepathy 100 Feet; Tongues
Skills Athletics +37, Lore +33, Occultism +33
Str +10, Dex +5, Con +6, Int +5, Wis +3, Cha -3

AC 43; Fort +35; Reflex +32; Will +29;
HP 355
Speed 40 feet
Immunities death effects, disease, doomed, drained, emotion, fatigued, fear effects, healing, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious

Fist One Action +36 (+31, +26) to hit (magical) 2d8 Mental + 3d8+18 Piercing
Memory Shard One Action +31 (+26, +21) to hit (magical, range increment 60) 2d8+13 Piercing + 2d8 Mental

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.

Bardic Lore

Intellect assemblages are created from the thoughts and memories of hundreds of individuals, providing them a near limitless collection of data to pull from. Intellect assemblages have access to Bardic Lore, a special Lore skill allowing them to Recall Knowledge on any topic.

Thoughtsense 100 feet

Thoughtsense allows a monster to sense all non-mindless creatures at the listed range.

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.

Fascinating Facets (aura, illusion, mental, visual)

20-foot emanation Aura

The thought shards composing the intellect assemblage's body reflect countless memories, thoughts, and dreams. A creature that starts its turn in the aura must succeed at a DC 38 will save or become Fascinated with the intellect assemblage for 1 round. An intellect assemblage can suppress or activate this aura as a single action with the concentrate trait.

Meticulous

An intellect assemblage is analytical. Whenever they fail a saving throw against a mental spell or effect, the intellect assemblage is Slowed 1 for 1d4 rounds as they sift through the new information.

Invasive Thoughts (enchantment, mental, occult)

When the intellect assemblage gets a critical hit with a fist or memory shard Strike, the target is also Confused for 1d4 rounds, as the memories stored in the assemblage's thought shards overwhelm the target's psyche.


Occult Innate Spells (DC 41, +33 to hit)

Cantrips (10th Level): Ghost Sound, Telekinetic Projectile
1st Level: Illusory Disguise (At Will)
2nd Level: Blur
3rd Level: Oneiric Mire
5th Level: Tongues (Constant)


Intellect assemblages are artificial constructs created from the memories of others. These memories are solidified into jagged shards similar in appearance to shattered glass and fused together in vaguely humanoid-shaped clusters to create the assemblage's body. The resulting construct is incredibly intelligent but completely devoid of emotion, possessing the thoughts and memories of a multitude but no personal connection to any of them. Analytical and meticulous, intellect assemblages view the world and everything in it as parts of a complex equation or system. They place no value on life or morality and consider emotions an illogical weakness.


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.

Construct

A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.