This amorphous mass of eyes, tentacles, and green vapor vaguely resembles a jumble of rotten brain matter.
Speed 10 ft., fly 60 ft. (perfect)
Str 27, Dex 14, Con 24, Int 15, Wis 15, Cha 16
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.
A vespergaunt’s damage reduction is bypassed by any weapons that are chaos-, evil-, good-, or law-aligned.
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.
Environment any (Aucturn)
Organization solitary or convocation (2–4)
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.
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.