Veinar CR 5
Bright orange, red, and green gems and chunks of ore shine in the twilight, but as you draw closer an overwhelming stench worse than death reaches your nose and tentacles unfurl, lashing out in every direction.
AC 18, touch 13, flat-footed 15 (+2 Dex, +1 dodge, +5 natural armor)
hp 38 (4d8+20)
Fort +6, Ref +3, Will +6
Defensive Abilities mind screen; Immune disease, mind-affecting effects, poison, diseases; PR 15; Weaknesses confused (until 10 hp)
At will—mind thrust (DC 14 Will negates, 4d10)
Before Combat When outside of combat, veinar curl into shapes that resemble gems or chunks of ore until disturbed by a nearby mind.
During Combat Veinar are constantly confused but when they are able to act, manifest mind thrust at targets beyond their reach. After an opponent proves resistant to its mental attack or rendered defenseless, the veinar uses its tentacles.
Morale When a veinar goes below 10 hp it snaps out of its confusion and moves toward the nearest veinar to gene fuse with it; if there are no other veinar it fights to the death instead.
Str 14, Dex 15, Con 20, Int 8, Wis 14, Cha 11
Base Atk +3; CMB +5 (+11 grapple); CMD 17 (19 vs. grapple; cannot be tripped)
Feats Combat Reflexes, Improved Grapple
Skills Acrobatics +9, Fly +5, Perception +9, Survival +9
Languages Aklo; telepathy 100 ft.
Astral Stench (Ps)
Veinar produce a foul odor that can be smelled even by ethereal and incorporeal creatures. Creatures within 30 ft. of a veinar make a DC 17 Fortitude save or become sickened for 5 rounds. Creatures that successfully save against a veinar’s astral stench cannot be affected by the same veinar’s astral stench for 24 hours.
Gene Fusion (Ex)
As a standard action, a veinar can merge with another veinar, granting that veinar +2 power resistance for 4 rounds and 10 temporary hit points. If a veinar fuses with 4 other veinar, it evolves into a high veinar.
Implanting Touch (Su)
Whenever a creature come into contact with the veinar’s body they must make a DC 30 Will save or have hallucinations about the veinar for 1d4 weeks. For every –5 a creature fails this save by, the duration of these hallucinations increases by +1 week (on a natural 1, they last for an entire year).
Organization clutch (3-5) or horde (12-30)
Aventyr Bestiary © 2017 AAW GAMES LLC Authors Mike Myler, Jonathan G. Nelson Developers, Michael Allen, Curtis Baum, Wolfgang Baur, Brian Berg, Adam Daigle, Jeffrey Gomez, Joshua Gullion, Jacob Kellogg, Jared Jeanquart, Juan Lucha, Justin Andrew Mason, Jonathan McAnulty, Michael McCarthy, Raven Mimura, Brian Wiborg Monster, Will Myers, Mike Myler, Jason Nelson, Jonathan G. Nelson, Owen K.C. Stephens, Colin Stricklin, Cory Vickruck, Stephen Yeardley Jonathan G. Nelson