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Rhu-ChalikCreature 6


UncommonCESmallAberration
Source Pathfinder Bestiary 3
Perception +17 (greater darkvision)
Languages Aklo, Telepathy 100 Feet
Skills Athletics +13, Deception +13, Diplomacy +13, Intimidation +13, Stealth +15
Str +3, Dex +3, Con +4, Int +2, Wis +5, Cha +3

AC 23 all-around vision; Fort +14; Reflex +11; Will +17;
HP 95
Speed 5 feet (fly 35 feet)

Tendril One Action +15 (+11, +7) to hit (agile) 2d4+6 Bludgeoning + 1d6 Mental

Greater Darkvision

A creature with greater 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 creature 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.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

All-Around Vision

This monster can see in all directions simultaneously, and therefore can't be flanked.

No Breath

A rhu-chalik doesn't breathe and is immune to effects that require breathing (such as inhaled poisons).

Excruciating Enzyme (occult, poison)

A rhu-chalik's tendrils secrete an enzyme that causes intense pain. A living creature hit by a tendril Strike must succeed at a DC 24 fortitude save or become Sickened 1 from the pain.

Project Terror Two Actions (emotion, enchantment, fear, mental, occult)

Requirements The rhu-chalik has successfully affected the target with Mind Probe, Mind Reading, or Project Terror in the last minute


Effect The rhu-chalik creates nightmarish visions in the target's mind. The target must attempt a DC 24 will save.


Critical Success The target creature is unaffected and temporarily immune to Project Terror for 1 minute.

Success The target is unaffected.

Failure The target becomes Frightened 2. Failing additional saves against this effect increases the frightened condition value by 2; if this would increase the target's frightened value beyond frightened 4, the target is Fleeing for 1 round and Frightened 4.

Critical Failure As failure, but the target becomes Unconscious for 30 minutes instead of fleeing.

Void Transmission (concentrate, enchantment, exploration, mental, occult)

Requirements The rhu-chalik is adjacent to an Unconscious creature


Effect The rhu-chalik spends 10 minutes copying the creature's entire consciousness and mentally sends this copied consciousness through the void of space to their waiting masters.

The target creature is deeply disoriented by this procedure, becoming Stupefied 2 for 1 day afterward. If the creature is revived or moved away from the rhu-chalik during the process, Void Transmission fails and the target is unaffected.


Occult Innate Spells (DC 23, +15 to hit)

2nd Level: Invisibility (At Will) (Self Only)
3rd Level: Mind Reading (At Will)
4th Level: Modify Memory
5th Level: Mind Probe


The alien entities known as rhu-chaliks serve as scouts for a conglomeration of deep-space conquerors called the Dominion of the Black. Their masters use them as spies, tasking them with harvesting the thoughts and memories of sentient creatures into a vast repository of knowledge designed to eventually unravel every secret of existence.

Also called void wanderers, rhu-chaliks can survive the depths of space indefinitely. They are extremely long-lived and capable of traversing the vastness of space between worlds. Rhu-chaliks prefer to work alone in order to reduce potential overlap in their mind predations. The furtive beings are calculating and infinitely patient, seeking only the most exceptional minds to cast beyond the stars to their masters.


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.