Star Monarch

This brilliantly colored moth rises taller than a house. A long tail resembling peacock feathers trails behind the creature.

Star Monarch CR 9

XP 6,400
CG Huge magical beast
Init +10; Senses darkvision 60 ft., low-light vision; Perception +16; Aura dreamwarden (30 ft.)

DEFENSE

AC 22, touch 15, flat-footed 15 (+6 Dex, +1 dodge, +7 natural, –2 size)
hp 114 (12d10+48)
Fort +12, Ref +14, Will +9
DR 5/silver; Immune cold; SR 20

OFFENSE

Speed 30 ft., fly 80 ft. (average); starflight
Melee 2 claws +14 (1d8+4 plus grab), tail +14 (2d6+4 nonlethal)
Space 15 ft.; Reach 5 ft. (15 ft. with tail)
Special Attacks glowsap, rake (4 claws +10, 1d6+3)
Spell-Like Abilities (CL 12th; concentration +16)

Constantentropic shield
At willdancing lights, restful sleep
3/daydeep slumber (DC 17), dream, wandering star motes (DC 18)
1/daycloak of dreams (DC 20)

STATISTICS

Str 18, Dex 23, Con 18, Int 11, Wis 17, Cha 18
Base Atk +12; CMB +18 (+22 grapple); CMD 35 (43 vs. trip)
Feats Alertness, Dodge, Flyby Attack, Hover, Improved Initiative, Iron Will
Skills Fly +14, Perception +16, Sense Motive +12
Languages Common (can’t speak); telepathy touch
SQ navigational awareness, no breath, toxic flesh

SPECIAL ABILITIES

Dreamwarden (Su)

Any sleeping creature within 30 feet of a star monarch is protected by protection from evil and sanctuary (Will DC 15 negates). The save DC is Constitution-based.

Glowsap (Ex)

As a standard action, a star monarch can spray a target within 30 feet with an adhesive spittle as a ranged touch attack. A creature struck is affected as a tanglefoot bag (Reflex DC 20 partial). In addition, this adhesive glows under starlight or moonlight, limning the target as faerie fire if used outdoors at night. The save DC is Constitution-based.

Navigational Awareness (Ex)

Star monarchs never become lost and are immune to maze spells or any effect that would cause them to lose their sense of direction.

Starflight (Su)

A star monarch can survive in the void of outer space. It flies through space at an incredible speed. Although exact travel times vary, a trip within a single solar system should take 3d20 hours, while a trip beyond should take 3d20 days (or more, at the GM’s discretion).

Toxic Flesh (Ex)

A star monarch’s flesh is poisonous. A creature biting it or ingesting any part of its body becomes sickened for 1d4 rounds (Fortitude DC 20 negates) and is affected as if it had consumed a dose of arsenic.

ECOLOGY

Environment any
Organization solitary, pair, or rabble (3–6)
Treasure none

Star monarchs are magical emissaries, the guide and protector of those who wander and guardian of dreams. They fly in glowing clouds through the void of space, visiting the world to watch over the faithful. Star monarchs spin streamers of sticky silver, weaving evanescent gossamer cocoons to enrobe those who slumber under their protection. These cocoons sublimate into wisps of half-remembered dreams with the coming of dawn. Star monarchs rarely intervene directly in combat, more often helping good creatures by aiding them from the shadows, guiding their paths, or guarding them while they sleep.

Section 15: Copyright Notice

Pathfinder Campaign Setting: Inner Sea Bestiary © 2012, Paizo Publishing, LLC; Authors: Jim Groves, James Jacobs, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, F. Wesley Schneider, James L. Sutter, Russ Taylor, and Greg A. Vaughan.

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