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Kasesh (Stone)Creature 3


NMediumEarthElemental
Source Pathfinder Lost Omens: Impossible Lands
Perception +10 (darkvision, tremorsense (imprecise) 60 feet)
Languages Common, Terran
Skills Arcana +11, Lore +13, Nature +10, Stealth +9
Str -1, Dex +2, Con +1, Int +4, Wis +3, Cha +2

AC 19; Fort +8; Reflex +9; Will +10;
HP 35
Speed 20 feet (burrow 20 feet)
Immunities bleed, paralyzed, poison, sleep

Earthen Shard One Action +9 (+4, -1) to hit (evocation, primal, range increment 60, versatile b) 1d10+2 Piercing

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.

Tremorsense (Imprecise) 60 feet

Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.

Earth Block Reaction

Trigger The kasesh takes physical damage while adjacent to stone or earth


Effect A rampart of stone or crystal emerges from a nearby surface, blocking the attack. The kasesh gains resistance physical 5 against the attack.

Gestalt (mental, primal, transmutation)

Two or more kaseshi can combine their scribed words to create something greater than either one alone. This has the effects of the Coven ability but no ritual is necessary, simply close proximity for 8 hours. All gestalts grant the following spells, which the gestalt can cast at any level up to 5th: Creation, Strange Geometry, and Telekinetic Haul. Individual kaseshi also grant additional spells to any gestalt they join—this one grants Meld into Stone and Shape Stone.


In the ancient days, before humanity dwelled on Golarion, the Vault Builders had need of something smaller in scale than the great vault seeds so they could finish their worlds as they liked. They took a small gem and wrote a word of power upon it. They gave it eyes so it could see and legs so it could walk, and made it wise. These creatures are known as kaseshi by scholars who have encountered them, though their true name—the one that brought them into being—is likely considerably more powerful.

Each kasesh bears a single word of power on their emerald body, from which they draw their mind and their magic. A kasesh with the word "Steel" or "Flame" is a single-minded creature, though it encompasses all possible permutations of meaning that the word possesses. A kasesh named "Home" or "Sorrow" has a far more complex psyche, and rumor claims that Elder Architect Oblosk of Nex bears the word "Memory." Unsurprisingly, many scholars are highly interested in the words on the kaseshi; unlike Thassilonian rune magic, no one has managed to decode or make use of the language of the Vault Builders yet.

The kasesh in the stat block bears the word "Stone," but other kaseshi will have their own magics. Some alternative examples, "Darkness" and "Intricacy," follow below.

Darkness: This kasesh built the hidden places of the Vault Builders' worlds. The kasesh is 7th level, grants @UUID[Compendium.pf2e.spells-srd.Shadow Blast]{Shadow Blast} and @UUID[Compendium.pf2e.spells-srd.Shadow Walk]{Shadow Walk} to any gestalt they join, and has the following innate spells.

Primal Innate Spells 4th @UUID[Compendium.pf2e.spells-srd.Darkness]{Darkness} (×2), @UUID[Compendium.pf2e.spells-srd.Enervation]{Enervation}; 3rd @UUID[Compendium.pf2e.spells-srd.Blindness]{Blindness} (×2), @UUID[Compendium.pf2e.spells-srd.Share Lore]{Share Lore}; 1st @UUID[Compendium.pf2e.spells-srd.Mindlink]{Mindlink}; Cantrips (4th) @UUID[Compendium.pf2e.spells-srd.Detect Magic]{Detect Magic}, @UUID[Compendium.pf2e.spells-srd.Telekinetic Projectile]{Telekinetic Projectile}

Intricacy: This kasesh was a decorator and designer. They're 11th level, grant @UUID[Compendium.pf2e.spells-srd.Hallucinatory Terrain]{Hallucinatory Terrain} and @UUID[Compendium.pf2e.spells-srd.Illusory Scene]{Illusory Scene} to any gestalt they join, and have the following innate spells.

Primal Innate Spells 6th @UUID[Compendium.pf2e.spells-srd.Phantasmal Calamity]{Phantasmal Calamity}, @UUID[Compendium.pf2e.spells-srd.Phantasmal Killer]{Phantasmal Killer} (×2); 5th @UUID[Compendium.pf2e.spells-srd.Cloak of Colors]{Cloak of Colors}, @UUID[Compendium.pf2e.spells-srd.Hallucination]{Hallucination}, @UUID[Compendium.pf2e.spells-srd.Share Lore]{Share Lore}; 1st @UUID[Compendium.pf2e.spells-srd.Mindlink]{Mindlink}; Cantrips (6th) @UUID[Compendium.pf2e.spells-srd.Detect Magic]{Detect Magic}, @UUID[Compendium.pf2e.spells-srd.Telekinetic Projectile]{Telekinetic Projectile}


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.

Earth

Effects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a magical connection to that element.