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Vespergaunt


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

Vespergaunt CR 12

XP 19,200
NE Medium ooze
Init +6; Senses all-around vision, blindsight 60 ft., true seeing; Perception +22
Aura madness (60 ft., DC 21)

DEFENSE

AC 20, touch 12, flat-footed 18 (+2 Dex, +8 natural)
hp 195 (17d8+119)
Fort +14, Ref +9, Will +9
Defensive Abilities amorphous, DR 10/aligned; Immune ooze traits; SR 23
Weaknesses light sensitivity

OFFENSE

Speed 10 ft., fly 60 ft. (perfect)
Melee 2 slams +21 (2d8+8 plus siphon spirit)
Space 5 ft.; Reach 10 ft.
Spell-Like Abilities (CL 17th; concentration +20)

Constanttongues, true seeing
At willdeeper darkness
3/daycontact other plane
1/monthwish

STATISTICS

Str 27, Dex 14, Con 24, Int 15, Wis 15, Cha 16
Base Atk +12; CMB +20; CMD 32 (can’t be tripped)
Feats Alertness, Combat Reflexes, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Persuasive, Power Attack, 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.
SQ 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 (Aucturn)
Organization solitary or convocation (2–4)
Treasure none

Often called -heresy oozes,- vespergaunts are emissaries and tools of horrible god-things. Vespergaunts act as spiritual conduits for those attempting to contact the Great Old Ones, collecting and relaying those prayers deemed worthy. A typical vespergaunt is 8 feet tall and 6 feet wide, and weighs just 50 pounds.

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.