Black Mass

Black Mass CR 11

XP 12,800

CE Large aberration (aquatic), Skilled
Init +8; Senses blindsight 60 ft., darkvision 60 ft.; Perception +16


AC 25, touch 13, flat-footed 21 (+4 Dex, +12 natural, -1 size)
hp 150 (12d8+96)
Fort +12, Ref +12, Will +11; +2 vs. charm
Defensive Abilities guarded thoughts; DR 5/slashing; Immune detect thoughts; SR 22


Speed 20 ft. (4 squares), swim 20 ft.
Melee 3 tentacles +17 (1d6+9 plus grab)
Ranged 6 strands (range 50 ft., 1 increment) +13 touch (1 Strength)
Space 10 ft.; Reach 10 ft.
Special Attacks blood drain (1d4 Constitution), body thief, pull (strand, 5 ft.)
Spell-like Abilities (CL 12th; concentration +15 (+19 casting defensively or grappled)


Str 28, Dex 18, Con 26, Int 16, Wis 20, Cha 16
Base Atk +9/+4; CMB +19 (+23 grapple); CMD 33 (can’t be tripped)
Feats Combat Casting, Deceitful, Improved Initiative, Iron Will, Vital Strike, Weapon Focus (strand)
Skills Bluff +22, Diplomacy +18, Disguise +22, Escape Artist +11, Intimidate +18, Knowledge (arcana) +10, Knowledge (dungeoneering) +10, Linguistics +10, Perception +16, Sense Motive +20, Spellcraft +10, Stealth +7, Swim +24, Use Magic Device +18
Languages Abyssal, Aklo, Common, Draconic, Dwarven, Elven, Giant, Undercommon; telepathy 100 ft.
SQ amphibious, chaos mutation, compression, sound mimicry (voices)


Amphibious (Ex)

A black mass can survive indefinitely on land.

Blood Drain (Su)

If a black mass is grappling foe at the end of its turn, it deals 1d4 Constitution damage (no save) to that target and regains 5 hit points per point of Constitution damage, up to its normal maximum.

Body Thief (Su)

As a full-round action that provokes attacks of opportunity, a black mass can burrow into the brain of a dead or helpless creature ranging from Small to Colossal size. This functions as a coup de grace, using one tentacle.

If the target is slain (or already dead), the black mass gains control of it. This functions as dominate monster, except as noted 6 here.

  • The black mass has full access to the host’s defensive and offensive abilities except spellcasting and spell-like abilities (but may still use its own spell-like abilities).
  • The host body cannot have been dead longer than 1 day, and it decays to uselessness in 7 days (unless extended via gentle repose).
  • While it remains in the host body, the black mass can speak and understand all of host’s languages, and it possess all the host’s memories and knowledge.
  • Damage to host body does not harm the black mass. If host body is slain (using its normal, living hp), the black mass is expelled from it and dazed for 1 round.
  • Raise dead cannot restore the host, but resurrection or more powerful magic can.

Chaos Mutation (Ex or Su)

Each black mass possesses three randomly chosen abilities from the following list:

  1. Burrow 20 ft.
  2. Climb 20 ft. and +8 racial bonus on all Climb checks
  3. Sting +17 (1d6+9 plus poison)
  4. Damage Reduction 10/slashing
  5. Strand damage increases to 1d4 Str
  6. Fast healing 2
  7. Resist 10 (acid, cold, electricity, or fire)
  8. Resist sonic 15
  9. Constrict (1d6+13)
  10. Uncanny Dodge

Venomous Sting

Venom: injury—sting; save: Fort DC 24; frequency: 1/round for 2 rounds; effect: 1d3 Dex; cure: 1 save; the save DC is Constitution-based.

Guarded Thoughts (Ex)

A black mass is immune to any form of mind reading, such as detect thoughts, and gains a +2 racial bonus on all saves against charm effects.

Strands (Ex)

A black mass can extend up to six thin, sticky strands from its body, launching them as ranged touch attacks to a maximum range of 50 ft. The strands are strong, but can be severed by any amount of slashing damage (AC 20). A creature struck by a strand takes 1 point of Strength damage (no save).


Environment any aquatic or land
Organization solitary, pair, cluster (3-5), or whorl (6-10)
Treasure double

Dozens of thick black tentacles covered in bumpy nodules writhe from a central point with little discernible body.

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