Monstrosity FormSpell 8
Source Pathfinder Core Rulebook
Traditions Arcane, Primal
Cast (somatic, verbal)
Duration 1 minute
You transform into the shape of a legendary monster, assuming a Huge battle form. You must have enough space to expand into or the spell is lost. When you cast this spell, choose phoenix, purple worm, or sea serpent. While in this form, you gain the beast trait (for phoenix) or the animal trait (for purple worm or sea serpent). You can Dismiss the spell.
You gain the following statistics and abilities regardless of which battle form you choose:
- AC = 20 + your level. Ignore your armor's check penalty and Speed reduction.
- 20 temporary Hit Points.
- Darkvision.
- One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can Strike with. You're trained with them. Your attack modifier is +28, 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 +30, unless your own modifier is higher.
You also gain specific abilities based on the type of monster you choose:
- Phoenix
- Speed 30 feet, fly Speed 90 feet;
- Melee beak (reach 15 feet), Damage 2d6+12 piercing plus 2d4 fire and 2d4 Persistent Fire Damage;
- Melee talon (agile, reach 15 feet), Damage 2d8+12 slashing;
- Shroud of Flame (aura, evocation, fire, primal) 20 feet. You gain an aura of fire that extends out from you. A creature that enters or ends its turn within the aura takes 2d6 fire damage. A creature can take this damage only once per turn. You can use a single action, which has the concentrate trait, to activate or deactivate this aura.
- Purple Worm
- Speed 40 feet, burrow Speed 30 feet, swim Speed 20 feet;
- Melee jaws (reach 10 feet), Damage 2d12+20 piercing;
- Melee stinger (agile, reach 10 feet), Damage 2d8+15 piercing plus 2d6 Persistent Poison Damage;
- Melee body (reach 10 feet) Damage 2d8+20 bludgeoning;
- Inexorable You automatically recover from the Paralyzed, Slowed, and Stunned conditions at the end of each of your turns. You're also immune to being Immobilized and ignore difficult terrain and greater difficult terrain.
- Sea Serpent
- Speed 20 feet, swim Speed 90 feet;
- Melee jaws (reach 15 feet), Damage 2d12+20 piercing;
- Melee tail (reach 25 feet), Damage 2d8+20 bludgeoning;
- Spine Rake >(move) You extend your spines and Swim or Stride. Each creature you're adjacent to at any point during your movement takes 4d8+10 slashing damage (basic Reflex against your spell DC).
Heightened (9th) You instead gain AC = 22 + your level, 25 temporary HP, attack modifier +31, increase damage by one damage die, and Athletics +33.
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.