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Roiling IncantCreature 9


UncommonNLargeArcaneEvocationMindless
Source Pathfinder Bestiary 3
Perception +15
Languages none
Skills Acrobatics +19
Str +4, Dex +4, Con +6, Int -5, Wis +0, Cha -5

AC 25; Fort +19; Reflex +17; Will +15;
HP 155
Speed 0 feet (fly 40 feet)
Immunities bleed, death effects, detection, disease, doomed, drained, evocation, fatigued, healing, mental, necromancy, negative, nonlethal attacks, paralyzed, poison, scrying, sickened, unconscious

Arcane Tendril One Action +19 (+14, +9) to hit (arcane, evocation, magical, reach 10) 2d12+10 Force
Arcane Bolt One Action +19 (+14, +9) to hit (arcane, evocation, magic, range increment 30) 2d10+10 Force

At-Will Spells

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

Absorb Evocation

A roiling incant is made of evocation energy. Any time it would be affected by another creature's non-cantrip evocation spell, after applying its immunity, it also regains 5 Hit Points.

Engulf Two Actions

DC 28, 2d8 force damage plus 4d4 fire damage, Escape DC 28, Rupture 20


The monster Strides up to double its Speed and can move through the spaces of any creatures in its path. Any creature of the monster's size or smaller whose space the monster moves through can attempt a Reflex save with the listed DC to avoid being engulfed. A creature unable to act automatically critically fails this save. If a creature succeeds at its save, it can choose to be either pushed aside (out of the monster's path) or pushed in front of the monster to the end of the monster's movement. The monster can attempt to Engulf the same creature only once in a single use of Engulf. The monster can contain as many creatures as can fit in its space.

A creature that fails its save is pulled into the monster's body. It is Grabbed, is Slowed 1, and has to hold its breath or start suffocating. The creature takes the listed amount of damage when first engulfed and at the end of each of its turns while it's engulfed. An engulfed creature can get free by Escaping against the listed escape DC. An engulfed creature can attack the monster engulfing it, but only with unarmed attacks or with weapons of light Bulk or less. The engulfing creature is Flat-Footed against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the engulfed creature cuts itself free. A creature that gets free by either method can immediately breathe and exits the swallowing monster's space.

If the monster dies, all creatures it has engulfed are automatically released as the monster's form loses cohesion.

Unstable Magic

A roiling incant is as much a mass of unstable magic as it is a creature. Is isn't living or undead, nor is it even a construct. It can't be healed or Repaired and is destroyed at 0 Hit Points, though it naturally recovers a number of Hit Points equal to its level × its Constitution modifier (54 for most roiling incants) each day.

Each time a roiling incant casts one of its non-cantrip spells, it drains its own magic to do so, taking 5 force damage.


Arcane Innate Spells (DC 30, +20 to hit)

Cantrips (5th Level): Produce Flame
2nd Level: Flaming Sphere (At Will, Unstable Magic)
3rd Level: Fireball (At Will, Unstable Magic)
4th Level: Wall of Fire (At Will, Unstable Magic)


Though many spellcasters can harness the forces of magic in a consistent manner, such power can't always be controlled, especially in the hands of reckless researchers, megalomaniacal villains, or untested novices. When magical accidents result in large-scale property damage and the loss of life, these forces sometimes take on lives of their own, forming a dangerous amalgamation of ongoing magical energy known as a roiling incant.

A roiling incant's appearance depends on the type of magic it sprang forth from, though it always carries with it an echo of the destruction it has caused. A fiery evocation roiling incant might look like a storm of burning ashes echoing with the sounds of crackling timber, while a necromancy roiling incant could be mistaken for ghostly tendrils puppeteering shambling corpses. No matter what it looks like, a roiling incant roams mindlessly, attacking everything it encounters, heedless of further carnage it causes.


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.

Arcane

This magic comes from the arcane tradition, which is built on logic and rationality. Anything with this trait is magical.

Evocation

Effects and magic items with this trait are associated with the evocation school of magic, typically involving energy and elemental forces.

Mindless

A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.