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Veiled MasterCreature 14


RareLELargeAberrationAquatic
Source Pathfinder Bestiary
Perception +25 (darkvision)
Languages Aklo, Alghollthu, Aquan, Common, Undercommon, Tongues
Skills Arcana +27, Athletics +24, Deception +28, Intimidation +26, Lore +29, Occultism +29, Society +27, Stealth +24
Str +6, Dex +6, Con +8, Int +7, Wis +5, Cha +6

AC 34; Fort +26; Reflex +22; Will +24; +2 status to all saves vs. magic
HP 270
Speed 10 feet (swim 80 feet)
Immunities controlled, electricity, mental
Resistances Cold 20

Claw One Action +30 (+26, +22) to hit (agile, magical, reach 20) 3d10+12 Slashing
Fangs One Action +28 (+24, +20) to hit (agile, magical, reach 10, versatile s) 3d8+12 Piercing
Tentacle One Action +28 (+24, +20) to hit (agile, electricity, magical, reach 20) 7d6 Electricity

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.

Mucus Cloud (aura, disease)

30 feet Aura


While underwater, a veiled master exudes a cloud of transparent slime. An air-breathing creature adjacent to a veiled master must succeed at a DC 36 fortitude save each round or lose the ability to breathe air but gain the ability to breathe water for 24 hours.

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.

+2 Status to All Saves vs. MagicChange Shape Free Action (concentrate, occult, polymorph, transmutation)

Once per round, a veiled master can take on the appearance of a humanoid of Large, Medium, or Small size or resume its true form. While in humanoid form, the veiled master's Speed is 30 feet, and it loses its mucus cloud aura and swim Speed. If the humanoid form assumed lacks the aquatic trait, the veiled master loses its own aquatic trait as well. In humanoid form, the veiled master can use weapons, or it can make Strikes that work like its tentacle attack but use the reach of its current form. If the assumed form has fangs or claws, the veiled master can also make such Strikes, but these attacks lack the veiled master's slime.


The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.

Consume Memories (mental, occult)

When a veiled master makes a fangs Strike against a creature, it can consume some of that creature's memories. The target must succeed at a DC 37 fortitude saving throw or become Stupefied 1. A veiled master regains 5 Hit Points each time it successfully consumes memories. When a veiled master consumes memories, it learns some of the creature's memories (subject to the GM's discretion).

Delayed Suggestion (enchantment, occult)

When a veiled master successfully casts Dominate on a creature, a Suggestion spell triggers when the dominate spell ends. This suggestion usually causes the target to return to the veiled master, so the creature can cast dominate again, but a veiled master can set the suggestion to different orders if it wishes.

Slime (curse, occult, virulent)

Saving Throw DC 36 fortitude


Stage 1 no ill effect (1 round)

Stage 2 the victim's skin softens, inflicting Drained 1 (1 round)

Stage 3 the victim's skin transforms into a clear, slimy membrane, inflicting Drained 2 until the curse ends; every hour this membrane remains dry, the creature's drained condition increases by 1 (permanent). A Remove Disease spell can counteract this curse, but immunity to disease offers no protection against it

Tentacle Flurry Two Actions

The veiled master thrashes about with its tentacles. Make a tentacle Strike against each creature within its reach. Roll only one attack roll, and roll the damage only once for all targets.

Thoughtlance (curse, enchantment, occult)

A creature touched by the veiled master's tentacles, whether those tentacles deal damage or not, must attempt a DC 34 will save, becoming Slowed 1 on a failure or Slowed 2 on a critical failure. Each time the affected creature ends its turn, its slowed value decreases by 1.


Occult Innate Spells (DC 37, +29 to hit)

1st Level: Illusory Object (At Will)
3rd Level: Hypnotic Pattern (At Will), Levitate (At Will), Mind Reading (At Will), Secret Page (At Will)
4th Level: Dimension Door, Hallucinatory Terrain (At Will), Suggestion, Veil (At Will)
5th Level: Illusory Scene (At Will), Tongues (Constant)
6th Level: Dominate
7th Level: Project Image (At Will)

Occult Rituals

5th Level: Geas


The powerful vidileths are the insidious veiled masters of the alghollthus. These manipulators of mind and body alike lead their species in the open, using their ability to change form to walk among and deceive humans and other sapient species. Many veiled masters are even more powerful than the typical specimen presented here and can use a wide range of arcane or occult spells and rituals. While veiled masters command significant combat prowess and impressive magical skills, the greatest danger they pose to others is their uncanny ability to infiltrate into societies much different than their own. The most paranoid of adventurers and conspiracy scholars worry that every major city has been infested by secret cabals of vidileths, while others dismiss this as hogwash and fearmongering. The truth is likely somewhere in between, but it doesn't take many veiled masters pulling the strings behind the scenes to wreak havoc upon an entire nation!


In bygone millennia, aquatic monsters known as alghollthus used their occult powers to conquer and rule vast parts of the world. Their empires contained countless mortal slaves treated as little more than cattle. Alghollthus shaped their slaves and other creatures using mental manipulation and physically transformative magic. Aberrant horrors from faceless stalkers to mimics can be traced back to this meddling. The rulers of the alghollthu race, the so-called veiled masters, further shaped entire societies by assuming the forms of those they controlled. From the heights of power to the shadows of poverty, the veiled masters manipulated these societies according to their own dark designs, enslaving, killing, or horrifically transforming those who discovered their plans or acted against them.

In time, the alghollthus grew frustrated with their increasingly upstart slave societies and sought to wipe the slate clean-both starting anew and punishing those who had become too willful and rebellious. They used incredible magical power to call forth a cataclysm, hoping to destroy the rebellious societies they'd manipulated. Yet they miscalculated the strength of faith and will to survive of their pawns and slaves, and in time the world and its empires recovered and grew strong once again-this time without alghollthu influence.

Today, the alghollthus have retreated from their mass-scale manipulation of the surface world, and they have mostly remained within the deep aquatic realms where they still rule without question. Yet they have not abandoned their plots entirely, and the reemergence of servitor races like ugothols points to a frightening possibility-that the alghollthus have turned their hateful eyes to the surface once again.


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.