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Supermassive Singularity

Waves of gravity pull towards the ball of silver light that hovers before you like a miniature star, with a distorted yet vaguely humanoid silhouette within it.

Supermassive Singularity CR 20

XP 307,200
NE Tiny fey
Init +11; Senses low-light vision; Perception +43
Aura slow (10 ft., Fort DC 31)


AC 36, touch 27, flat-footed 28 (+7 deflection, +7 Dex, +1 dodge, +9 natural, +2 size)
hp 351 (37d6+111)
Fort +15, Ref +28, Will +24
DR 20/adamantine and magic; Immune cold, disease, electricity, poison, radiation; SR 31


Speed fly 60 ft. (perfect)
Ranged 4 x-ray pulses +28 touch (6d8+4)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks x-ray pulse
Spell-Like Abilities (CL 25th; concentration +32)

Constantentropic shield, haste
At willdarkness, daylight, gravity well (DC 22), greater invisibility
3/daychain lightning (DC 23), gravity sphere, magnetic field, reverse gravity, true seeing
1/dayinterplanetary teleport


Str 10, Dex 24, Con 16, Int 19, Wis 16, Cha 25
Base Atk +20; CMB +18; CMD 36
Feats Combat Casting, Combat Reflexes, Deadly Aim, Dodge, Greater Snap Shot, Improved Initiative, Improved Precise Shot, Improved Snap Shot, Mobility, Point Blank Master (x-ray pulse), Point-Blank Shot, Precise Shot, Quicken Spell-Like Ability (greater invisibility), Ranged Disarm, Rapid Shot, Snap Shot, Weapon Focus (ray)
Skills Acrobatics +47, Bluff +38, Diplomacy +38, Escape Artist +40, Fly +52, Knowledge (engineering) +34, Knowledge (geography) +35, Knowledge (local) +35, Perception +43, Sense Motive +36, Stealth +52, Survival +33
Languages Aklo, Common, Sylvan, any commonly transmitted language (can’t speak, radio communications)
SQ no breath, ultradense


Electromagnetic Shielding (Ex)

A supermassive singularity bends the electromagnetic fields around themselves to gain a deflection bonus to AC that is equal to its Charisma bonus.

Gravity Mastery (Su)

A supermassive singularity never takes penalties from gravity effects. In addition, a supermassive singularity can use their gravity sphere, gravity well, or reverse gravity spell-like ability as a swift action rather than a standard action. Alternatively, if the supermassive singularity is targeted or would be in the area of a gravity-based spell or effect, it can negate that effect as a swift or immediate action.

Radio Communications (Ex)

Due to their ability to monitor radio waves, supermassive singularities can usually understand and communicate in any language that is commonly transmitted through their territory. However, they transmit radio waves instead of speaking verbally so the other party wishing to communicate must have a similar ability or a communications device capable of doing so.

Slow Aura (Ex)

Creatures moving within 10 feet of a supermassive singularity become slowed as the spell unless they succeed on a DC 31 Fort save. The creature remains slowed as long as they remain with the area of the aura. A successful save renders the creature immune to the supermassive singularity’s aura for 24 hours. The save DC is Constitution-based.

Ultradense (Ex)

A supermassive singularity’s damage reduction cannot be bypassed by anything other than magical adamantine weapons. Abilities that normally bypass damage reduction, such as a paladin’s smite evil or a mythic champion’s fleet charge ability, do not overcome its damage reduction, nor do magical weapons with a high enhancement bonus. In addition, its incredible mass grants it a +20 bonus to its CMD against combat maneuvers that attempt to move it.

X-Ray Pulses (Ex)

A supermassive singularity can emit concentrated pulses of x-rays as its primary form of attack.

X-Ray pulses are ranged touch attacks with a range increment of 100 ft and are considered ray attacks. X-Rays can penetrate most materials, so cover bonuses to AC do not apply unless the cover is provided by a force effect or by an extremely dense metal, such as lead or gold. The singularity may choose for these rays to be visible or invisible, with the following effects: Visible rays are accompanied by dazzling stellar radiance, blinding the target for 1 round (DC 31 Reflex partial). Creatures succeeding on their saving throw are dazzled for 1 round instead. This duration stacks if a creature is struck by multiple pulses, and a creature already dazzled takes a -2 penalty on further saving throws to avoid blindness. If a creature successfully saves against some but not all pulses, the duration of the dazzled effect does not begin until after the target is no longer blinded.

Invisible x-ray pulses do not blind or dazzle targets; however, creatures unable to see invisible creatures or objects are denied their Dexterity bonus to AC against them.


Environment outer space
Organization solitary
Treasure incidental

Born in the heart of a supernova, sometimes the formation of a neutron star is accompanied by the birth of a kindred f e y spirit. Supermassive singularities, also called living singularities or neutron star fairies by some races, appear as a glowing ball of silver light less than a meter across. Supermassive singularities can perceive and manipulate energy along a wide range of the electromagnetic spectrum allowing them to affect light, electricity, gravity, magnetic fields and even x-rays. Emitting deadly bursts of x-rays are the supermassive singularity’s primary means of defense, but other favorite tactics include slowing foes with gravity wells and disarming foes with ranged x-ray pulses within an active magnetic field.

While not always malicious, supermassive singularities have the arrogance typical of most powerful fey and they have absolutely no concern for the consequences their actions have on ‘lesser’ mortal creatures that they encounter. However, there is at least one account of a crew of shipwrecked survivors appeasing a supermassive singularity with lavish gifts in exchange for it using its interplanetary teleport ability to return them to an inhabited world.

A supermassive singularity is less than 1 foot tall but weighs thousands of tons. On planetary surfaces and in areas where loose debris is abundant, it selectively warps gravity around itself so that its footfall does not shatter the ground underfoot or draw unwanted items towards itself. In open space, it sometimes amuses it to allow asteroids and plumes of space dust to trail in its wake.

Section 15: Copyright Notice

Legendary Planet Adventure Path © 2019, Legendary Games; Authors: Authors: Matt Goodall, Jim Groves, Steven T. Helt, Tim Hitchcock, Jason Nelson, Richard Pett, Tom Phillips, Mike Shel, Neil Spicer, Mike D. Welham.