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Veinar, High

High Veinar CR 6

Deep hues of orange red and green shimmers from the tentacles of this large beast as it unfurls and reaches out to embrace its helpless prey.

XP 2,400
CN Large aberration (extraplanar)
Init +4; Senses darkvision 60 ft., mindsense; Perception +11
Aura stench (Fort DC 18, 10 rounds)

DEFENSE

AC 19, touch 14, flat-footed 14 (+4 Dex, +1 dodge, +5 natural armor, –1 size)
hp 76 (8d8+40)
Fort +7, Ref +6, Will +9
Defensive Abilities mind screen; DR 3/—; Immune diseases, mind-affecting effects, poison; PR 19; Weaknesses confused (50% chance each round)

OFFENSE

Speed fly 50 ft. (good)
Melee 4 tentacles +11 (2d6+6 plus grab)
Space 10 ft.; Reach 15 ft.
Special Attacks gene fusion, implanting touch, strangle
Psi-Like Abilities (ML 8th; concentration +11)

At will—id insinuation, mind thrust (DC 17, 8d10), time hop

TACTICS

During Combat A high veinar has a 50% chance of being confused each round, but otherwise acts like a veinar. When facing difficult opponents, it uses time hop to remove some enemies from the battlefield before manifesting id insinuation to disable others while the creature’s allies move in. When a foe seems unable to defend themselves, a high veinar moves in to grapple with its tentacles.

Morale At 15 hp or less the high veinar seeks out a veinar to gene fuse with it; if there are none nearby, it fights to the death instead.

STATISTICS

Str 22, Dex 19, Con 20, Int 11, Wis 17, Cha 15
Base Atk +6; CMB +13 (+19 grapple); CMD 28 (34 vs. grapple; cannot be tripped)
Feats Combat Reflexes, Dodge, Improved GrappleB, Rapid Metabolism, Sidestep Charge
Skills Acrobatics +11, Fly +13, Perception +11, Stealth +7, Survival +9, Use Magic Device +6
Languages Aklo; telepathy 100 ft.

SPECIAL ABILITIES

Astral Stench (Ps)

High veinar produce a foul odor that can be smelt even by ethereal and incorporeal creatures. Creatures within 30 ft. of a high veinar make a DC 17 Fortitude save or become sickened for 10 rounds. Creatures that successfully save against a high veinar’s astral stench cannot be affected by the same high 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 high veinar’s body they must make a DC 38 Will save or have hallucinations about the high 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).

Shared Confusion (Ps)

Targets that fail a Will save against a high veinar’s mind thrust psi-like ability by –3 or more are confused for 1d6 rounds.

Alternate Abilities

Using abilities (see below) designed for the encephalon gorger.

Mindsense (Su)

As a move action, an encephalon gorger can gauge the relative intelligence level of any creature within 60 feet as follows: unintelligent, animal (Int 1–2), low (3–8), average (8–12), high (13–16), genius (17–20), or supra-genius (21+).

Mind Screen (Ex)

The mind of an encephalon gorger is an alien and dangerous place. Should a creature attempt to scan the mind or read the thoughts of an encephalon gorger (with detect thoughts, telepathy, or the like), it must make a successful DC 20 Will save or be driven permanently insane (as by an insanity spell, CL 15th); if the save succeeds, the creature is instead confused (as the spell) for 1d4 rounds.

The save DC is Intelligence-based.

ECOLOGY

Environment y (Uklonjen demiplane)
Organization solitary, pair, clutch (3-5) or horde (12-30)
Treasure none

Though still a rare sight, veinar are far more common than high veinar and none are sure how or why that is. The creatures are, however, known to be utterly alien and totally incomprehensible.

Ancient tales said to come from the skalds of the Ancestor People of the Vikmordere claim the oddities are the spawn of a mad god from the great beyond, from a well of worlds.

Several mages in Timeaus have theorized quite fantastic things about veinar and a standing bounty of 5,000 gp for a live specimen to be delivered to the Otherworldly Institute in Nyamo remains uncollected—as it has for decades.

Veinar can extend to a height of 5 ft. and weigh 150 pounds.

High veinar can be as long as 10 ft. and weigh between 600 and 900 pounds.

Section 15: Copyright Notice

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