Greedy, ambitious, and slovenly - such are the Hutts, the premier criminal masterminds of the known galaxy. From their region of space in the Outer Rim, the Hutts' malice oozes into every crack and crevice of the galactic underworld.
Massive sluglike creatures, Hutts are only vaguely humanoid, their lumplike heads resting atop bloated torsos with tiny arms, tapering into long muscular tails. Slimy saliva perpetually drools from their gaping mouths. Hutts are universally obese, sometimes the point of immobility; as a rule of thumb, the more corpulent the Hutt, the more prestige he enjoys from his peers. Hutts are hermaphrodites and reproduce asexually at certain points in their lives. Though they are genderless, most Hutts present themselves as male to other species; Hutts who are pregnant or still raising a child tend to present themselves as female, and may or may not continue to do so later in life if it suits their fancy.
Hutts organize themselves into kajidics, social units that are part tribe or clan and part business syndicate, always with extensive criminal operations. The average Hutt views itself practically as royalty, even those who are mere underlings in their superiors' syndicates. A small number of working-class Hutts, called Huuns, form an underclass of laborers and clerks, but the vast majority of the Hutts' work is done for them by members of slave races hailing from worlds in Hutt Space, including the Weequays, Niktos, Toydarians, and the Hutts' evolutionary cousins, the t'landa Til.
Hailing from a vast portion of the Outer Rim known simply as Hutt Space, the Hutts originated on the planet Varl, from which they built a powerful, warlike empire long before the rise of the Old Republic, but a civil war between clans destroyed the Hutt Empire from within and left Varl a radioactive wasteland. Following the loss of their homeworld, the Hutts conquered the planet Nal Hutta ("Glorious Jewel" in Huttese) and reorganized their civilization along mercantile lines, quickly becoming the bedrock of galactic crime.
As of the Galactic Civil War, Hutt Space is nominally part of the Empire, but the Emperor allows the Hutt clans to rule themselves, and Imperial governors in the region are largely figureheads paid off by the local kajidic. The largest and most powerful syndicate is the Desilijic clan, headed by the fantastically wealthy Jabba, based on the planet Tatooine. The Besadii clan, headed by Durga on Nal Hutta, is only slightly less powerful. The two clans have had numerous bloody clashes.
HUTT
CR: 6
XP: 2,400
LE Large aberration
Init: +2; Senses: Darkvision 60 ft.; Perception +14
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AC: 19, touch 7, flat-footed 19 (-2 Dex, +12 natural, -1 size)
hp: 75 (10d8+30 HD)
Fort +6, Ref +3, Will +8; +6 vs. mind-affecting
Defensive Abilities: Strong-willed; DR 5/--
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Speed: 15 ft.
Melee: Tail slap +12 (1d8+7)
Space: 10 ft.; Reach: 5 ft.
Special Attacks: Crush, devour, swallow whole (4d6 acid damage, AC 16, 7 hp), trample (1d8+7, DC 20)
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Str 20, Dex 7, Con 16, Int 16, Wis 13, Cha 17
Base Atk: +7; CMB: +13; CMD: 21 (can't be tripped)
Feats: Improved Initiative, Lightning Reflexes, Nerve-Wracking Negotiator (DC 20), Persuasive, Street Smarts
Skills: Appraise +16, Bluff +16, Diplomacy +20, Intimidate +20, Knowledge (local) +20, Perception +14, Sense Motive +18
Languages: Common, Huttese, three local languages
SQ: Criminal training, powerful tail
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Environment: Warm swamp or urban
Organization: Solitary, pair, or syndicate (1-2 Hutts and 10-30 followers of various races plus 1 5th-level lieutenant for every 10 followers)
Treasure: Triple
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Criminal Training (Ex): Hutts are taught the basics of criminal enterprise and negotiation from childhood. Hutts treat Appraise, Bluff, Diplomacy, Knowledge (local), and Sense Motive as class skills.
Crush (Ex): A Hutt that successfully tramples a Medium or smaller opponent can end its movement in that creature's space, using its vast bulk to crush them. The crushed creature must succeed on a Reflex save (DC 20) or be pinned, automatically taking bludgeoning damage during the next round unless the Hutt moves off them. If the Hutt chooses to maintain the pin, it must succeed at a combat maneuver check as normal. Pinned foes take damage from the crush each round if they don't escape. A crush attack deals 2d8 damage plus 1-1/2 times the Hutt's Strength bonus (2d8+7 for a typical Hutt). The save DC is Strength-based.
Devour (Ex): Although it lacks a bite attack, a Hutt can attempt a swallow whole attempt against a Medium or smaller creature it has grappled, with a -4 penalty. The creature does not take bite damage while being swallowed.
Powerful Tail (Ex): A Hutt's tail slap is a primary attack that deals 1d8 damage plus 1-1/2 times the Hutt's Strength bonus.
Strong-Willed (Ex): Hutts are immune to spells with the emotion descriptor and receive a +6 racial bonus on mind-affecting effects.
Another Star Wars creature in anticipation of Starfinder. Mechanically, my take on the Hutts was largely informed by the wurmling from the Red Steel campaign setting.
The ustilagor is the larval form of the intellect devourer, nearly mindless but still endowed with rudimentary psychic abilities.
Only six inches long, the ustilagor resembles a human brain even more closely than its adult form. It lacks adult intellect devourers' powerful claws, advanced intelligence, and body-stealing abilities, but its tentacle-like proboscis is much longer and secretes a potent acid. Ustilagors are covered in a stringy mold-like fungus that protects their fragile bodies from disease and poison. They gradually shed this fungal covering upon adulthood.
Intellect devourers reproduce by budding, giving birth to one to three larvae in their lifetimes. They abandon their offspring once they are capable of independent movement a few days after birth, and may even devour ustilagors they come across. Ustilagors can be found skittering in the shadows of intellect devourer lairs and surrounding caves, feeding on vermin which they reduce to a slurry with their acid. They reach adulthood in roughly three years.
Ustilagors are considered a delicacy by mind flayers for their taste, though they do not provide sufficient nutrition like real brains. Illithids often "farm" ustilagors for food, and occasionally raise them to adulthood, indoctrinating the mature intellect devourers into service as fanatical guards whom they occasionally reward with captured humanoids for them to "wear". Free intellect devourers have no love for such thralls and kill them given the chance.
USTILAGOR
CR: 2
XP: 600
N Diminutive aberration
Init: +7; Senses: Blindsight 60 ft.; Perception +5
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AC: 21, touch 21, flat-footed 17 (+7 Dex, +4 size)
hp: 22 (3 HD)
Fort +3, Ref +8, Will +4
Defensive Abilities: Symbiotic fungus; Immune: Mind-affecting effects
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Speed: 20 ft.
Melee: Proboscis +4 touch (2d4 acid)
Space: 1 ft.; Reach: 0 ft. (5 ft. with tendril)
Spell-Like Abilities (CL 3rd, concentration +5):
At will - Fungal aversion (DC 14), lesser confusion (DC 13), telempathic projection (DC 13)
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Str 7, Dex 25, Con 15, Int 1, Wis 12, Cha 14
Base Atk: +2; CMB: +5; CMD: 11 (15 vs. trip)
Skills: Acrobatics +7 (+11 to jump), Perception +5; Racial Modifiers: +4 Acrobatics to jump
Feats: Toughness
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Environment: Underground
Organization: Solitary or pod (2-3)
Treasure: None
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Fungal Aversion (Sp): This functions as aversion, except the target has a general aversion to fungus of any kind, including the ustilagor's symbiotic fungus.
Proboscis (Ex): An ustilagor's proboscis deals 2d4 points of acid damage with a successful melee touch attack. The target must succeed on a DC 13 Reflex save to avoid having the acid stick to it; unless somehow neutralized, the acid deals another 2d4 points of acid damage in the following round. The save DC is Constitution-based.
Symbiotic Fungus (Ex): An ustilagor is covered with a symbiotic fungal growth that keeps the creature from drying out. This fungus makes an ustilagor immune to special attacks from fungus creatures, such as poison, disease, and spore- or seed-based attacks.
Saltors are brutish creatures that lurk on the fringes of mind flayer settlements. They are one of the various species known collectively as "illithidae" that evolved in the same alien environment as the illithids and are frequently found in their company as guards, hunting beasts, or scavengers.
A saltor appears vaguely like a stunted, twisted mind flayer, its tentacles forming a fleshy "beard" around its fanged mouth. Though they twitch and write like a mind flayer’s, saltor tentacles are weak and ineffective in combat. Murky brown fur sprouts in odd patches from its sickly mauve hide. Although they behave much like wild animals, saltors possess fair intelligence and can use simple weapons. They are omnivorous, feeding on cave animals, moss, fungi, and occasionally humanoids.
Much as apes share a common ancestor with humans, saltors are primitive cousins of mind flayers. The creatures reproduce in much the same fashion as illithids, asexually producing clutches of tiny caterpillar-like larvae, and like the mind flayers the larva must be inserted into the brain of a sentient humanoid to metamorphose into an adult saltor. Illithids often treat saltors like guard dogs and select hardy hosts for ceremorphosis, such as orcs or duergar.
Saltors were once common in the Darklands of Golarion, but following the collapse of the illithid empire, the neothelids destroyed the few remaining mind flayers, killing them and allowing their illithidae "pets" to go feral. Almost all surviving saltor larvae failed to undergo ceremorphosis, instead growing into carrion crawlers. Saltors can still be found in illithid settlements on other planets, particularly Akiton.
SALTOR
CR: 3
XP: 800
NE Small aberration
Init: +3; Senses: Darkvision 60 ft.; Perception +16
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AC: 16, touch 14, flat-footed 13 (+3 Dex, +2 natural, +1 size)
hp: 32 (5 HD)
Fort +4, Ref +5, Will +5
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Speed: 30 ft., climb 30 ft.
Melee: Handaxe +7 (1d4+2/x3), bite +2 (1d6+1); or bite +7 (1d6+2)
Psychic Magic (CL 4th, concentration +5):
10 PE - Blur (1 PE), ear-piercing scream (1 PE, DC 12), haste (4 PE, self only)
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Str 14, Dex 17, Con 14, Int 9, Wis 12, Cha 13
Base Atk: +3; CMB: +4; CMD: 17
Feats: Blind-Fight, Skill Focus (Perception), Weapon Finesse
Skills: Acrobatics +11 (+15 to jump), Climb +10, Perception +16, Stealth +15; Racial Modifiers: +4 Acrobatics to jump, +4 Perception
Languages: Undercommon
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Environment: Underground
Organization: Solitary, pair, gang (3-4), or troop (7-12 adults and 2-4 young)
Treasure: Half standard (handaxe, other treasure)
Nothics are unnatural creatures that serve as minions for more powerful aberrations. Though not particularly intelligent, their uncanny abilities make them valuable tools.
A nothic is a twisted humanoid that stands just under five feet in height. Its skin ranges from grayish-green to red-brown, and jagged spikes jut from its hunched back. The nothic’s most prominent feature is the single huge eye that takes up most of its face, glowing with slowly changing colors. Nothics speak in hoarse, croaking voices. They are prone to fits of insane laughter, but can drop dead silent at a moment’s notice.
Inhuman creatures like aboleths, beholders, and daelkyr all favor nothics as spies thanks to their ability to divine secrets about their foes at a glance. Nothics live to serve, reveling in their masters’ cruelty. When left to their own devices, nothics seek out petty secrets and arcane lore, using what they learn to inflict callous suffering on innocents for the fun of it. Nothics can survive on any organic matter, but prefer the taste of carrion.
NOTHIC
CR: 3
XP: 800
NE Medium aberration
Init: +5; Senses: Darkvision 120 ft., see invisibility; Perception +13
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AC: 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
hp: 32 (5 HD)
Fort +3, Ref +4, Will +7
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Speed: 30 ft.
Melee: 2 claws +7 (1d4+4)
Special Attacks: Rotting gaze
Spell-Like Abilities (CL 3rd):
Constant - See invisibility
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Str 18, Dex 12, Con 15, Int 9, Wis 13, Cha 8
Base Atk: +3; CMB: +7; CMD: 18
Feats: Improved Initiative, Iron Will, Lightning Reflexes
Skills: Perception +13, Stealth +6, Survival +6; Racial Modifiers: +4 Perception
Languages: Undercommon
SQ: Weird insight
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Environment: Underground
Organization: Solitary
Treasure: Standard
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Rotting Gaze (Su): As a swift action, a nothic can target one creature it can see within 30 feet. The target must succeed on a DC 14 Fortitude save or take 1d6 points of damage as its flesh painfully rots. The save DC is Constitution-based.
Weird Insight (Su): Three times per day as a full-round action, a nothic can target one creature it can see within 30 feet. The nothic makes a Wisdom check opposed by the creature's Charisma check. If the nothic succeeds, it learns one fact or secret about the target at the GM's discretion.
ALTERNATE NOTHIC GAZES
Some nothics have strange mutations that grant them different powers. Instead of its rotting gaze, the nothic’s eye may inflict hypnotism, or burning gaze, or another spell effect of 2nd level or lower. In any case, the save DC is the same.
Lurking at the center of a labyrinth at the bottom of the sea, the morkoth is a hateful wretch that lures unwitting victims to their doom.
Morkoths superficially resemble stingrays, with a large flat body about four feet in length with a fang-filled mouth and gaping sockets with tiny glowing yellow eyes. They have long, spindly arms and legs tipped with delicate raking claws.
A morkoth carefully constructs a labyrinth out of rock on the sea floor using stone shape, starting with its lair at the center, then building six or more crisscrossing, interconnected tunnels in a spiraling pattern. The creature may leave bits of treasure from past victims to lure food into its maze, but relies on its supernatural abilities of hypnosis, usually targeting lone swimmers or the slowest member of a passing group to avoid notice. A hypnotized victim swims unerringly to the center of the maze, where the morkoth devours its prey at its leisure.
Legends tell that morkoths were once the wizards and psychics of an ancient undersea empire, using their mystic abilities to guide their people. When a cataclysm laid low the workers and nobility, the arcanists saved themselves by burrowing into the bedrock and creating hidden sanctuaries. Over millennia, the morkoths grew more and more feral and hateful of other undersea life, and took to devouring flesh to survive. Today they retain only the barest of their ancient mystic abilities, yet morkoths can still be a font of forgotten arcane lore, and foolhardy or desperate sea-dwellers sometimes seek them out for answers - at their own peril.
MORKOTH
CR: 5
XP: 1,600
CE Medium aberration (aquatic)
Init: +6; Senses: Darkvision 60 ft.; Perception +14
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AC: 19, touch 13, flat-footed 16 (+2 Dex, +1 dodge, +6 natural)
hp: 52 (8 HD)
Fort +4, Ref +4, Will +9
Defensive Abilities: Spell reflection
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Speed: 10 ft., swim 50 ft.
Melee: Bite +8 (1d8-1 plus poison), 2 claws +8 (1d4-1 plus grab)
Special Attacks: Hypnosis
Spell-Like Abilities (CL 6th, concentration +8):
3/day - Stone shape
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Str 8, Dex 14, Con 15, Int 16, Wis 17, Cha 15
Base Atk: +6; CMB: +5 (+9 grapple); CMD: 18
Feats: Blind-Fight, Dodge, Improved Initiative, Skill Focus (Stealth), Weapon FinesseB
Skills: Bluff +10, Escape Artist +13, Knowledge (arcana) +14, Perception +14, Spellcraft +14, Stealth +16, Swim +18
Languages: Aklo, Aquan, Draconic
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Environment: Any ocean
Organization: Solitary
Treasure: Standard
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Hypnosis (Su): Any creature passing within 20 feet of the entrance to a morkoth's lair must make a successful Will saving throw (DC 16) or be hypnotized. A hypnotized creature moves unerringly through the maze at its usual speed. Once in center of the lair, the affected creature floats quietly in a trance, waiting to be devoured at the morkoth’s leisure. A hypnotized creature is helpless against the morkoth’s attacks but may attempt a new saving throw at the same DC each round that the morkoth attacks it. The save DC is Charisma-based.
A morkoth can hypnotize any number of creatures at one time. When it is outside its lair, this ability has a range of 20 feet. Hypnosis is a mind-affecting compulsion effect.
Poison (Ex): Bite - injury; save Fort DC 16; frequency 1/round for 6 rounds; effect 1d4 Dex damage; cure 1 save. The save DC is Constitution-based.
Spell Reflection (Su): The morkoth has a special type of spell resistance that causes the effect of any spell, spell-like ability, or magic item that it successfully resists (even those that affect areas) to bounce off and reflect back at the caster. If the caster of a spell or the user of a spell-like ability or magic item fails a caster level check (DC 15), he or she becomes either the spell’s target or the point of origin for the spell’s effect, as appropriate. If the morkoth is the subject of a dispel magic spell that is not reflected, its spell reflection ability is suppressed for 1 round.
MORKOTH TUNNELS
A creature that has successfully resisted the morkoth’s hypnosis ability might try to rescue a friend who was drawn into the tunnels. The passages of a morkoth’s lair are so narrow that only one Medium character can swim through any 5-foot section at a time. An ambitious GM could map out the mazelike tunnel system and allow the characters to try to work their way through it.
Alternatively, the GM could handle penetration of the lair abstractly as follows: Roll 2d6 to determine the number of intersections between the tunnel’s entrance and the morkoth’s lair, allowing 10 to 40 feet between intersections. At each intersection, have the lead character make an Survival check (DC 15) to discern the correct path. Each correct choice brings the group one intersection closer to the lair; each incorrect choice adds 1d6 intersections to the route and an equal number of rounds to the time needed to complete the trip.
It is always possible to navigate any labyrinth by simply choosing one wall and following wherever it goes. A creature using this method can eventually find the morkoth’s chamber without error, but this route is usually not the shortest possible path. Roll 1d6+6 for the number of intersections the rescuers must traverse using this method.
The morkoth's appearance and backstory was inspired by (lifted wholesale from, really) this blog post by Jonathan Wojcik at Bogleech.com.
You hear them scuttling inside the walls. They whisper your name, but only you can hear them. "Come with us. We need you." You catch a glimpse of a bristly little body skittering in a dark corner, tiny claws reaching under the door. Your companions think you're going mad. "Like you we were; like us you'll be. Let us set you free."
Meenlocks are horrid little humanoid creatures covered in bristly black hairs, with bulging eyes and vicious pincers for hands. Though they stand less than two feet tall, a supernatural aura of fear surrounds them, filling those who see them with panic. They communicate telepathically, typically only with whatever creature they have "marked".
These creatures make their lairs in subterranean burrows at the bottom of a long shaft, often with a flat stone, log, or other covering camouflaging the entrance. The shaft is wide enough to accommodate a human-sized victim, but Medium-sized creatures cannot get through without squeezing. They feed exclusively on the moss and lichen that grows in their lairs.
Should the meenlocks' lair be disturbed by a humanoid, the creatures "mark" one of the beings responsible and stealthily follow their victim. They terrorize him or her with telepathic messages and horrifying mental images, teleporting away when sighted. When their mark is at its most vulnerable, the meenlocks dart in, paralyze the victim, bind it with rope, and drag it back to their lair (it takes three meenlocks to carry a human-sized victim) and seal it behind them.
Once in their lair, the meenlocks begin the ritual by which their kind reproduces. By remaining in contact with the victim for several hours, the hapless victim slowly transforms into a new meenlock, losing their former sense of self and all former abilities. The newly born meenlock then joins its comrades in seeking out new victims. When a meenlock brood reaches six members, half of the group sets out to build a new lair elsewhere.
No one knows whence meenlocks come or what gives them their sense of purpose. Some say they are an alien plague from the depths of the Dark Tapestry or some far realm beyond the multiverse as we know it; others that they are the result of a curse from the world of the fey. In any case they are a blight upon the natural world, with no place in a sane ecosystem.
MEENLOCK
CR: 3
XP: 800
LE Tiny aberration
Init: +2; Senses: Darkvision 60 ft.; Perception +11
Aura: Despair (30 ft., DC 14)
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AC: 17, touch 14, flat-footed 15 (+2 Dex, +3 natural, +2 size)
hp: 26 (4 HD)
Fort +3, Ref +3, Will +5
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Speed: 20 ft.
Melee: 2 claws +7 (1d2-2 plus paralysis)
Space: 2-1/2 ft.; Reach: 0 ft.
Special Attacks: Meenlock transformation, paralysis (3d6 rounds, DC 14), rend mind
Spell-Like Abilities (CL 4th, concentration +6):
At will - Dimension door (every 2 rounds, up to 60 ft., self only)
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Str 6, Dex 15, Con 14, Int 11, Wis 12, Cha 15
Base Atk: +3; CMB: +3; CMD: 13
Feats: Skill Focus (Perception), Skill Focus (Survival), Weapon FinesseB
Skills: Climb +9, Perception +11, Stealth +17, Survival +11 (+13 to track); Racial Modifiers: +4 Climb, +2 Survival to track
Languages: Telepathy 300 ft.
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Environment: Temperate forest or underground
Organization: Brood (3-5)
Treasure: None
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Despair (Su): All creatures within a 30-foot radius that see a meenlock must make a DC 14 Will save or be paralyzed by fear for 1d4 rounds. Whether or not this save is successful, that creature cannot be affected by the same meenlock's despair ability for 24 hours. This is a mind-affecting fear effect. The save DC is Charisma-based.
Meenlock Transformation (Su): Meenlocks drag their victims to their lairs and bind them to prevent their escape before starting the transformation. (A captured creature may be able to escape from its bonds and fight its way clear, but the odds are against it, especially since the height of the mazelike tunnels in a meenlock lair forces a Medium creature to crawl on hands and knees.) Then three or more of them gather around to touch each helpless humanoid or monstrous humanoid. After 1d6 hours of such physical contact with the meenlocks, all of the subject’s ability scores fall to 1 (except for any already at 0), reducing him or her to a drooling, helpless state (no saving throw). A heal or greater restoration spell at this point restores the creature to normal. In another 1d6 hours, the transformation is complete; the subject becomes forever a meenlock, losing all of its previous classes and abilities. At this point, only a wish or miracle spell can restore the victim.
Rend Mind (Su): Once every 1d4 rounds as a standard action, a meenlock can project thoughts and suggestions into the mind of a single creature within 300 feet. These thoughts are usually geared to cause paranoia - images of stalking monsters or peering eyes, and the sensation of being followed, watched, or sized up. The target of this mind-affecting phantasm must make a successful Will save (DC 14) or take 1d4 points of Wisdom damage. The save DC is Charisma-based.
Grell are fearsome alien predators who exist only to devour other living beings. These aberrations divide all creatures into two categories, the eaters and the eaten, and humans fall into the latter.
With their bulbous head-body and trailing tentacles, grell resemble bloated flying jellyfish about five feet in diameter. Their gray-green mass is covered in folds and wrinkles and appears like nothing so much as an enormous brain with a hard bony beak. The creatures have no eyes, instead perceiving the world by receiving sound waves and electrical impulses through their skin, which functions as a single huge ear. A grell has ten pink or purple prehensile tentacles with retractable barbs that inject a paralytic toxin. Grell grow continuously, reaching a maximum size of fifteen feet in diameter before their bodies become too large for their organs to support around their 250th year.
Most of these creatures are "feral" grell, solitary or pack hunters that live in ruins or caverns and hunt by dropping down on unsuspecting prey, then carrying them off while they are paralyzed. On occasion, though, grell come together in large colonies led by "philosophers" with magical talent under the will of a single patriarch of advanced age, size, and intelligence. Such "colonial" grell have access to magic items and benefit from organized leadership, but are otherwise no different from their feral cousins. The distinction between feral and colonial grell is an artificial one, and a single grell may go back and forth between the two lifestyles several times in its lifetime.
Grell are as intelligent as humans and possess an alien tradition of magic, but have little in the way of society or culture. They do not build any structures save for the occasional low wall or shelf in their lairs (made from "grell crystal", a substance grown from the grell's own powdery extrement mixed with water) and only craft strange magical weapons such as the wand-like lightning lance. Grell concern themselves entirely with the consumption of live flesh, and do not treat with humanoids unless completely overpowered - and even then, the more powerful party is still seen as a potential meal. At most, humanoids and animals are kept in underground pens for later eating, but grell are neglectful keepers and such "livestock" often die of starvation.
The origin of grell is a mystery, with no record of them on Golarion going back more than a few centuries, though they are known on other worlds in the star system as well. They have no presence in outer space besides a few colonies in the asteroid belt of the Diaspora, leading sages to hypothesize that the creatures spread from world to world by planar travel, either through magical portals or the Plane of Shadow. Grell have no ambitions of conquest or slavery, desiring only food, making a grell colony a purely local problem, but left unchecked it can represent a plague of predation capable of depopulating an entire area.
FERAL GRELL
CR: 3
XP: 800
NE Medium aberration
Init: +2; Senses: Blindsight 60 ft.; Perception +8
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AC: 16, touch 12, flat-footed 14 (+2 Dex, +4 natural)
hp: 32 (5 HD)
Fort +3, Ref +3, Will +4
Immune: Blind, electricity, paralysis
Weaknesses: Electroreception
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Speed: 5 ft., fly 30 ft. (perfect)
Melee: Bite +5 (1d6+1), tentacles +6 (1d4+1 plus grab plus paralysis)
Space: 5 ft.; Reach: 5 ft. (10 ft. with tentacles)
Special Attacks: Constrict (1d6+1), expert grappler, paralysis (2d4 rounds, DC 14)
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Str 12, Dex 15, Con 14, Int 10, Wis 11, Cha 9
Base Atk: +3; CMB: +4 (+14 grapple); CMD: 16 (can't be tripped)
Feats: Flyby Attack, Weapon Finesse, Weapon Focus (tentacles)
Skills: Escape Artist +10, Fly +10, Perception +8, Stealth +12, Spellcraft +8; Racial Modifiers: +2 Stealth
Languages: Grell; Undercommon (can't speak)
SQ: Compression, flight
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Environment: Underground
Organization: Solitary, pair, pack (3-7); patrol (3-6 plus 1 grell philosopher), or colony (20-40 plus 3-5 grell philosophers plus 1 grell patriarch)
Treasure: Standard (plus lightning lance)
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Blind (Ex): A grell is immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.
Compression (Ex): A grell can move through an area as small as one-quarter its space without squeezing or one-eighth its space when squeezing.
Electroreception (Ex): A grell's blindsense functions by way of electrical reception, which can be shorted out. Although they are immune to electricity, if a grell would have taken 20 points or more points of electricity damage in a single round, the monster must make a DC 15 Fortitude save or lose its blindsense for 1d4 rounds, effectively blinding it. If it would have taken 40 points or more, the save DC is 20, and it is blinded for 2d4 rounds.
Expert Grappler (Ex): A grell that chooses to grapple with its tentacles and remain ungrappled itself takes a -10 penalty on its combat maneuver checks instead of the normal -20 penalty.
Flight (Ex): A grell's body is naturally buoyant. This buoyancy allows it to fly at a speed of 30 feet. This buoyancy also grants it a permanent feather fall effect (as the spell) with personal range.
COLONIAL GRELL
Colonial grell have the same statistics as feral grell, but are led by grell philosophers and patriarchs, and have access to magical weaponry such as lightning lances.
Ranged: Lightning lance +5 touch (3d6 electricity)
Lightning Lance: This is a silver tubelike device about 3 feet in length These weapons deal 3d6 points of electricity damage (no save) to a single enemy within 60 feet with a successful ranged touch attack. A lightning lance functions only in the grasp of a grell, although a DC 25 Use Magic Device check allows a creature of a different race to employ the weapon. A lightning lance has 5 charges. Spent charges are renewed each day, so a wielder can expend up to 5 charges in any 24-hour period.
A lightning lance radiates an aura of faint evocation (CL 3rd).
GRELL PHILOSOPHER
CR: 5
XP: 1,600
Grell wizard 4
NE Medium aberration
Init: +5; Senses: Blindsight 60 ft.; Perception +10
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AC: 16, touch 12, flat-footed 15 (+1 deflection, +1 Dex, +4 natural)
hp: 59 (8 HD)
Fort +5, Ref +6, Will +10
Immune: Blind, electricity, paralysis
Weaknesses: Electroreception
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Speed: 5 ft., fly 30 ft. (perfect)
Melee: Bite +7 (1d6+2), tentacles +7 (1d4+2 plus grab plus paralysis)
Ranged: Lightning lance +6 touch (3d6 electricity)
Space: 5 ft.; Reach: 5 ft. (10 ft. with tentacles)
Special Attacks: Constrict (1d6+2), expert grappler, hand of the apprentice (6/day, +8 attack), paralysis (2d4 rounds, DC 14)
Combat Gear: Potions of cat's grace (2), potions of cure light wounds (2), potion of cure moderate wounds, potion of protection from arrows, scroll of hold portal, scrolls of shield (2), scroll of whispering wind, wand of scorching ray (20 charges)
Wizard Spells Prepared (CL 4th, concentration +7, +7 melee touch, +6 ranged touch):
2nd - Invisibility, protection from arrows, summon monster II
1st - Charm person (DC 14), mage armor, obscuring mist, ray of enfeeblement
0 (at will) - Daze (DC 13), detect magic, mage hand, touch of fatigue
Arcane School: Universalist
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Str 14, Dex 12, Con 14, Int 16, Wis 13, Cha 13
Base Atk: +5; CMB: +7 (+17 grapple); CMD: 18 (can't be tripped)
Feats: Combat Casting, Flyby Attack, Improved Initiative, Lightning Reflexes, Scribe ScrollB
Skills: Craft (alchemy) +12, Fly +18, Knowledge (arcana) +12, Knowledge (dungeoneering) +8, Knowledge (nature) +8, Perception +10, Stealth +12; Racial Modifiers: +2 Stealth
Languages: Grell; Common, Draconic, Undercommon (can't speak)
Gear: Spellbook, cloak of resistance +1, ring of protection +1
SQ: Arcane bond (bonded ring), compression, flight, grell alchemy
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Grell Alchemy (Ex): A grell philosopher's spells are based partially on obscure physical laws, as opposed to magic alone; it gains a +2 bonus on spell penetration checks. They are also more difficult to identify or dispel; Spellcraft checks made to identify the spells and caster level checks made to dispel the spells are made with a -2 penalty.
GRELL PATRIARCH
CR: 10
XP: 9,600
Advanced HD grell wizard 7
NE Large aberration
Init: +6; Senses: Blindsight 60 ft.; Perception +23
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AC: 21, touch 14, flat-footed 18 (+2 deflection, +2 Dex, +1 dodge, +7 natural, -1 size)
hp: 164 (19 HD)
Fort +10, Ref +10, Will +14
Immune: Blind, electricity, paralysis
Weaknesses: Electroreception
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Speed: 5 ft., fly 30 ft. (perfect)
Melee: Bite +15 (1d8+4), tentacles +16 (1d6+4 plus grab plus paralysis)
Ranged: Greater lightning lance +12 touch (5d6 electricity)
Space: 10 ft.; Reach: 10 ft. (15 ft. with tentacles)
Special Attacks: Constrict (1d6+4), expert grappler, paralysis (2d4 rounds, DC 20)
Combat Gear: Potions of cure moderate wounds (2), potion of blur, potion of displacement
Wizard Spells Prepared (CL 7th, concentration +12, +15 melee touch, +13 ranged touch):
4th - Greater invisibility, summon monster IV
3rd - Dispel magic, protection from energy, slow (DC 18)
2nd - Invisibility, protection from arrows, touch of idiocy, web (DC 17)
1st - Charm person (DC 16), grease (DC 16), mage armor, magic missile, obscuring mist, ray of enfeeblement
0 (at will) - Detect magic, mage hand, ray of frost, read magic
Arcane School: Universalist
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Str 18, Dex 14, Con 18, Int 20, Wis 13, Cha 12
Base Atk: +12; CMB: +17 (+27 grapple); CMD: 30 (can't be tripped)
Feats: Ability Focus (paralysis), Brew PotionB, Combat Casting, Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, Improved Natural Armor, Lightning Reflexes, Mobility, Scribe ScrollB, Weapon Focus (tentacles)
Skills: Escape Artist +24, Fly +23, Knowledge (arcana) +26, Knowledge (dungeoneering) +19, Knowledge (nature) +26, Knowledge (planes) +26, Perception +23, Spellcraft +26, Stealth +22; Racial Modifiers: +2 Stealth
Gear: Brooch of shielding, headband of vast intelligence +2, ring of protection +2
Languages: Grell; Common, Draconic, Elven, Undercommon (can't speak)
SQ: Arcane bond (bonded amulet), compression, flight, grell alchemy
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Grell Alchemy (Ex): A grell patriarch's spells are based partially on obscure physical laws, as opposed to magic alone, and therefore gains a +2 bonus on spell penetration checks. They are also more difficult to identify or dispel; Spellcraft checks made to identify the spells and caster level checks made to dispel the spells are made with a -2 penalty.
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Greater Lightning Lance: This is a silver tubelike device about 5 feet in length These weapons deal 5d6 points of electricity damage (no save) to a single enemy within 60 feet with a successful ranged touch attack. If this touch attack hits, the electricity bolt then arcs to a second target of the user's choice within 30 feet of the primary target, dealing 5d6 points of damage (no save) to the secondary target with a second successful ranged touch attack.
A greater lightning lance functions only in the grasp of a grell, although a DC 25 Use Magic Device check allows a creature of a different race to employ the weapon. A greater lightning lance has 7 charges. Spent charges are renewed each day, so a wielder can expend up to 7 charges in any 24-hour period.
A greater lightning lance radiates an aura of faint evocation (CL 5th).
Spellbook: As above plus:
4th - Confusion, polymorph, solid fog
3rd - Blink, hold person, lightning bolt, nondetection, summon monster III
2nd - Blur, daze monster, scorching ray, summon monster II
1st - Color spray, detect secret doors, protection from good
0 (at will) - All
Gauths are smaller relatives of the beholder. Though they lack their kin's size and strength, they are just as cunning and vicious. Gauths are the most numerous of the many races of beholder-kin, and many folk simply know them as "lesser beholders".
A gauth resembles a large fleshy ball with a massive central eye and a drooling, fanged mouth. Six eyestalks ring the creature's head, each with its own magical property, and ten to fourteen tiny eyes ring the creature's central orb. Four tentacles capable of fine manipulation hang from the creature's underside. Like beholders, gauths move by magical levitation.
Gauths ravenously hunger for magic. They feed on ambient arcane energy, and greedily gulping down wands, amulets, and other magic items to sustain their own powers. A magic item with charges, such as a wand, loses one charge per 10 minutes it sits in a gauth's gullet; items without charges, such as rings and rods, last for one day before dissolving completely (artifacts are not affected).
True beholders hate gauths and other beholder-kin even more than they hate members of their own kind, and drive gauths away or kill them wherever they share territory. For their part, gauths are less xenophobic than beholders, if only out of a need to survive, and come together in small clusters fairly often. Like beholders, they often bully humanoids into cooperation, typically small groups of weak creatures such as goblins, kobolds, or xvarts.
GAUTH (Lesser Beholder)
CR: 6
XP: 2,400
LE Medium aberration
Init: +6; Senses: All-around vision, darkvision 60 ft.; Perception +21
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AC: 19, touch 12, flat-footed 17 (+2 Dex, +7 natural)
hp: 67 (9 HD)
Fort +6, Ref +7, Will +10
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Speed: 5 ft., fly 20 ft. (good)
Melee: Bite +6 (1d6-1 plus grab)
Ranged: Eye rays +9 touch (see below)
Special Attacks: Feeblemind gaze
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Str 8, Dex 14, Con 16, Int 15, Wis 15, Cha 15
Base Atk: +6; CMB: +5 (+9 grapple); CMD: 17 (can't be tripped)
Feats: Flyby Attack, Improved Initiative, Iron Will, Lightning Reflexes, Skill Focus (Perception)B, Weapon Focus (eye rays)
Skills: Fly +4, Intimidate +14, Knowledge (arcana) +14, Perception +21, Sense Motive +11, Stealth +14, Survival +14; Racial Modifiers: +4 Perception
Languages: Beholder, Common, Goblin, Undercommon
SQ: Flight, glow
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Environment: Cold hills
Organization: Solitary, pair, or cluster (3-6)
Treasure: Standard
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Eye Rays (Su): Each of a gauth's eyestalks can produce a magical ray once per round as a free action. During a single round, a gauth can aim only two eye rays at targets in any one 90 degree arc (up, forward, backward, left, right, or down). The remaining eyes must aim at targets in other arcs, or not at all. A gauth can tilt and pan its body each round to change which rays it can bring to bear in any given arc.
A gauth's eye rays have a range of 120 feet and a save DC of 16 (CL 8th). The save DCs are Charisma-based. The six eye rays are:
Inflict Moderate Wounds: This works like the spell, causing 2d8+8 points of damage (Will half).
Dispel Magic: This works like the targeted dispel function of the spell. The gauth's dispel check is 1d20+8.
Freezing Ray: This works like the scorching ray spell but instead deals 4d6 points of cold damage (no save). A gauth creates only one freezing ray per use of this ability.
Paralysis: The target must succeed on a Fortitude save or be paralyzed for 2d10 minutes.
Repulsion: This works like the spell, except that it only lasts 1 round (Will negates).
Shocking Ray: This works like the scorching ray spell but instead deals 4d6 points of electricity damage (no save). A gauth creates only one shocking ray per use of this ability.
Feeblemind Gaze (Su): Feeblemind, 30 feet, Will DC 16 negates. The save DC is Charisma-based. Any creature meeting the gaze of the gauth's central eye is subject to its feeblemind gaze attack. Since the gauth can use its eye rays as a free action, the creature can use a standard action to focus its feeblemind gaze on an opponent and track with all eye rays that bear on its foes at the same time.
Flight (Ex): A gauth's body is naturally buoyant. This buoyancy allows it to fly at a speed of 20 feet. This buoyancy also grants it a permanent feather fall effect (as the spell) with personal range.
Glow (Su): When a gauth enters combat, it begins to glow with an unearthly shine as if affected by a faerie fire spell, shedding light as a candle. The gauth can supress or resume this glow as a free action.
ALTERNATE GAUTHS
Gauths are even more prone to random mutations than true beholders, and often have widely varying magical abilities. Some gauths have eye rays that mimic ray of exhaustion, scorching ray, and sleep (affecting creatures of any Hit Dice) instead of freezing ray, repulsion, and shocking ray. A few gauths inflict a stunning effect with their central eye rather than feeblemind:
Stunning Gaze (Su): Stun for 1 round, 30 feet, Will DC 16 negates. The save DC is Charisma-based. Any creature meeting the gaze of the gauth's central eye is subject to its stunning gaze attack. Since the gauth can use its eye rays as a free action, the creature can use a standard action to focus its stunning gaze on an opponent and track with all eye rays that bear on its foes at the same time.