Vespergaunt

This amorphous mass of eyes, tentacles, and green vapor vaguely resembles a jumble of rotten brain matter.
 

Vespergaunt (CR 12)

Medium Ooze
Alignment: Neutral Evil
Initiative: +6
Senses: All-Around Vision, Blindsight 60 feet, True Seeing; Perception +22
Aura: madness (60 feet, DC 21)
  Speed: 10 feet, Fly 60 feet (perfect)
Space: 5 feet
 

Defense

Armor Class: 20, touch 12, flat-footed 18 (+2 Dex, +8 natural)
Hit Points: 195 (17d8+119)
Saving Throws: Fort +14, Ref +9, Will +9
Amorphous,
Damage Reduction: 10/aligned
Immunity: ooze traits
Spell Resistance: 23
Weaknesses: light sensitivity
 

Offense

Melee: 2 slams +21 (2d8+8 plus siphon spirit)
Reach: 10 feet
  Spell-Like Abilities (CL 17th; Concentration +20):

Statistics

StrDexConIntWisCha
27 (+8) 14 (+2) 24 (+7) 15 (+2) 15 (+2) 16 (+3)
Base Attack Bonus: +12
CMB +20
CMD 32 (can't be tripped)
  Feats: Alertness, Combat Reflexes, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Persuasive, Weapon Focus (slam)
  Skills: Diplomacy +10, Fly +15, Intimidate +17, Knowledge (planes) +19, Perception +22, Sense Motive +12, Stealth +12
  Languages: tongues; telepathy 100 ft.
  Special Qualities: No Breath

 

Special Abilities

Aura of Madness (Su)

Any creature within a 60-foot radius of the vespergaunt must succeed at a DC 21 save or be confused for 1d4 rounds. Once a creature successfully saves, it cannot be affected by the same vespergaunt's aura again for 24 hours. As a free action, the vespergaunt can suppress its aura. This is a mind-affecting effect. The save DC is Charisma-based.

Damage Reduction (Su)

A vespergaunt's damage reduction is bypassed by any weapons that are chaos-, evil-, good-, or law-aligned.

Siphon Spirit (Su)

Any creature touched by a vespergaunt must succeed at a DC 21 Will save or gain 1 negative level as the vespergaunt rips away a portion of its soul. A divine spellcaster gains an additional negative level with each failed save. The victim must save anew each time it is touched, and a character killed by this attack disintegrates completely except for its eyes and strands of brain matter, which become part of the vespergaunt. Only powerful magic such as miracle or wish can resurrect a creature slain in this manner.
 

Ecology

Environment: Any
Organization: solitary or convocation (2-4)
Treasure: none

  Often called \"heresy oozes,\" vespergaunts are emissaries and tools of the horrible god-things of the Dark Tapestry. Found primarily on Aucturn, vespergaunts act as spiritual conduits for those attempting to contact the Great Old Ones, collecting and relaying those prayers deemed worthy while also preparing inhabited worlds for the coming of the Dominion of the Black.
  A typical vespergaunt is 8 feet tall and 6 feet wide, and weighs just 50 pounds.

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