Aberrant FormSpell 5
Source Pathfinder Secrets of Magic
Traditions Occult
Cast (somatic, verbal)
Duration 1 minute
Harnessing the power of vile entities, you transform yourself into a Large aberration. You must have enough space to expand into or the spell is lost. When you cast this spell, choose chuul, gogiteth, gug, or otyugh. While in this form, you gain the aberration trait. You can Dismiss the spell.
You gain the following statistics and abilities regardless of which battle form you choose:
- AC = 18 + your level. Ignore your armor's check penalty and Speed reduction.
- 13 temporary Hit Points.
- Darkvision.
- One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can use. You're trained with them. Your attack modifier is +18, and you use the listed damage. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack modifier is higher, you can use it instead.
- Athletics modifier of +20, unless your own modifier is higher.
You also gain specific abilities based on the type of aberration you choose:
- Chuul Spell Effect: Aberrant Form (Chuul)
- Speed 30 feet, swim 25 feet;
- Melee claw (reach 10 feet), Damage 2d8+8 bludgeoning, and you can spend an action after a hit to Grab the target.
- Gogiteth Spell Effect: Aberrant Form (Gogiteth)
- Speed 40 feet, climb 30 feet;
- Melee jaws, Damage 2d10+8 piercing, and you can spend an action after a hit to Grab the target;
- Melee leg (agile, reach 10 feet), Damage 2d6+8 piercing.
- Gug Spell Effect: Aberrant Form (Gug)
- Speed 40 feet, climb 20 feet;
- Melee claw (agile, reach 10 feet), Damage 2d8+8 slashing;
- your multiple joints allow you to fit through tight spaces as if you were a Medium creature.
- Otyugh Spell Effect: Aberrant Form (Otyugh)
- +2 circumstance bonus on saves against disease;
- Speed 20 feet;
- Melee jaws, Damage 3d6+8 piercing;
- Melee tentacle (agile, reach 10 feet), Damage 2d6+8 bludgeoning.
Heightened (6th) Your battle form is Huge, and the reach of your attacks increases by 5 feet. You must have space to expand, or the spell is lost. You instead gain AC = 21 + your level, 26 temporary HP, attack modifier +22, damage bonus +13, and Athletics +23.
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.
TransmutationEffects and magic items with this trait are associated with the transmutation school of magic, typically changing something's form.
PolymorphThese effects transform the target into a new form. A target can't be under the effect of more than one polymorph effect at a time. If it comes under the effect of a second polymorph effect, the second polymorph effect attempts to counteract the first. If it succeeds, it takes effect, and if it fails, the spell has no effect on that target. Any Strikes specifically granted by a polymorph effect are magical. Unless otherwise stated, polymorph spells don't allow the target to take on the appearance of a specific individual creature, but rather just a generic creature of a general type or ancestry. If you take on a battle form with a polymorph spell, the special statistics can be adjusted only by circumstance bonuses, status bonuses, and penalties. Unless otherwise noted, the battle form prevents you from casting spells, speaking, and using most manipulate actions that require hands. (If there's doubt about whether you can use an action, the GM decides.) Your gear is absorbed into you; the constant abilities of your gear still function, but you can't activate any items.