TheletosCreature 7
Source Pathfinder Bestiary 2
Perception +18 (darkvision)
Languages Envisioning
Skills Arcana +16, Intimidation +16, Religion +18, Stealth +15
Str +4, Dex +4, Con +3, Int +3, Wis +5, Cha +3
AC 25; Fort +16; Reflex +13; Will +18; +1 status to all saves vs. magic
HP 125
Speed 25 feet (fly 25 feet)
Weaknesses Chaotic 5
Fist +17 (+12, +7) to hit (lawful, magical) 2d10+4 Bludgeoning + 1d6 Lawful
Tentacle +17 (+13, +9) to hit (agile, lawful, magical) 2d8+4 Slashing + 1d6 Lawful
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.
EnvisioningWhen a theletos conveys information, it does so wordlessly through psychic projections. This acts as Telepathy with a range of 100 feet but is understandable to all creatures regardless of whether they have a language. The meaning to non-aeons can be vague and is often mysterious. A theletos can use this ability to communicate flawlessly with any other aeon on the same plane.
At-Will SpellsThe monster can cast its at-will spells any number of times without using up spell slots.
+1 Status to All Saves vs. MagicFate Drain (curse, divine, mental, fortune)A creature damaged by the theletos's tentacle must succeed at a DC 22 will save or become Stupefied 1.
As long as the creature is stupefied, it can no longer benefit from fortune effects. If the target fails additional saves against this ability, the condition value increases by 1 (to a maximum of stupefied 4). This condition value decreases by 1 every 24 hours.
Wrath of Fate (curse, divine, mental, misfortune)The theletos releases a 60-foot cone of energy from its center. Creatures in the cone become overwhelmed with the knowledge of various fates that destiny has in store for them and lack of clear pathways to these potential futures. They must succeed at a DC 26 will save or be Slowed 1 indefinitely.
An affected creature can choose to roll twice when it attempts an attack, saving throw, or skill check and take the lower result. Regardless of the outcome, that creature is no longer slowed after that roll.
Effect: Wrath of Fate
The theletos can't use Wrath of Fate again for 1d4 rounds.
Divine Innate Spells (DC 25, +17 to hit)
4th Level: Augury (At will), Charm, Dispel Magic, Enthrall, Outcast's Curse, Remove Curse, Suggestion, Touch of Idiocy
3rd Level: Geas
Theletoses maintain the balance between fate and free will. A theletos is a roughly spherical mass of crystals from which emerge four limbs, each split at the elbow and ending in three-fingered hands. A pair of crystalline tentacles also emerges from its body. Those who have been damaged by a theletos's tentacles describe a disorienting dilemma as they simultaneously feel forced to make a single choice while also being overwhelmed by the endless options available to choose from. Theletoses are more likely than most aeons to interfere in non-aeon societies, particularly in regions with draconian laws. Their involvement is twofold; a theletos concerns itself with both the freedom of individuals and the laws that restrict these individuals, even when the two are in opposition.
Traits
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.
AeonThese monitors are the self-styled defenders of reality. Traditional aeons have dualistic natures and forms, and they hold a dichotomy of interests, though axiomites and inevitables do not. Aeons other than axiomites and inevitables communicate via a strange telepathic hodgepodge of sensory sending called envisioning.