Living Nebula

This purple, red, and yellow cloud of stardust glows with ionized gases and the fluorescences of white-hot newborn star fragments embedded within it.

Living Nebula CR 11

XP 76,800
CN Colossal ooze
Init +6; Senses blindsight 120 ft., darkvision 120 ft.; Perception +16
Aura fiery aura (30 ft., 4d6 fire, DC 23)


AC 25, touch 25, flat-footed 18 (+16 deflection, +6 Dex, +1 dodge, -8 size)
hp 172 (15d8+105)
Fort +11, Ref +11, Will +9
Defensive Abilities alien mind, gaseous; DR 10/magic; Immune cold, fire, radiation, ooze traits; SR 22
Weaknesses blind


Speed fly 100 ft. (perfect)
Melee burning touch +18 (8d6 fire)
Space 30 ft.; Reach 30 ft.
Special Attacks engulf (DC 19, 8d6 fire and blinded)
Spell-Like Abilities (CL 15th; concentration +19)

At willdisplacement, mage hand, major image (DC 17)
3/daygreater invisibility, mirage arcana (DC 18), persistent image (DC 18)
1/dayprogrammed image (DC 19), telekinesis (DC 19)


Str -, Dex 22, Con 22, Int 14, Wis 18, Cha 18
Base Atk +10; CMB +18; CMD 44 (can’t be tripped)
Feats Ability Focus (engulf), Dodge, Flyby Attack, Mobility, Skill Focus (Knowledge [nature]), Skill Focus (Perception), Skill Focus (Survival), Toughness
Skills Fly +17, Knowledge (nature) +19, Perception +21, Survival +21
Languages telepathy 300 ft.
SQ no breath, starflight


Alien Mind (Ex)

A living nebula’s mind is vastly different from the corporeal bodies of most sentient species. A creature making mental contact with a living nebula is stunned for 1d4 rounds; a successful DC 26 Will save reduces this effect to being staggered for 1 round. This effect occurs whether the creature or the living nebula initiates mental contact, including using its telepathy to converse with a creature or using spells such as detect thoughts or dominate monster. Aberrations and outsiders are immune to this effect. A creature affected by this ability gains immunity to the alien mind of all living nebulas for 24 hours. This is a mind-affecting effect. The save DC is Charisma-based.

Fiery Aura (Ex)

Creatures beginning their turn or coming within 30 feet of a living nebula take 4d6 points of fire damage (DC 23 Reflex half) and are dazzled as long as they remain within range.

Gaseous (Ex)

A living nebula has a body composed of stardust.

It can pass through small holes or narrow openings, even mere cracks, but cannot enter water or other liquid. It has no Strength score and cannot manipulate objects as a result.

Space Dust (Ex)

Creatures failing their save against a living nebula’s engulf attack are blinded rather than pinned. Once engulfed, creatures inside the living nebula treat its body mass as solid fog, and a screen of space dust surrounds the living nebula’s vital parts, rendering it immune to ranged projectiles (though not to rays and area effects). Creatures leaving a living nebula are surrounded by wisps and whorls of space dust and charged gas particles clinging to them, affecting them as glitterdust for 1d6 rounds after exiting its body. A blinded creature can attempt a new Reflex save each round at the end of its turn to remove the blindness, becoming dazzled instead. A second successful save ends the dazzled condition.

Starflight (Su)

A living nebula can survive in the void of outer space.

It flies through space at incredible speeds. Although exact travel times vary, a trip within a single solar system normally takes 3d20 months, while a trip beyond normally takes 3d20 years.


Environment any space
Organization solitary, pair, or cluster (3-6)
Treasure incidental

Living nebulas are fragments of awakened cosmic consciousness that have coalesced over long centuries and have drawn accretions of dust and gas into themselves to surround their living spark, infusing the dust with their awareness like plankton floating on the eddies of the interstellar ocean. They frequently inhabit nebulas but also rove the spaceways, with an uncanny ability to sense the presence of starships and trail along behind them absorbing waste energies from their engines. These composite creatures are playful, with an almost childlike immaturity of children and a curiosity about travelers in the void combined with an alien lack of awareness about the repercussions of their actions. Most instances of their ‘attacks’ against space travelers are more a result of them getting too close to the objects of their interest and unintentionally damaging creatures or their vessels, or playful illusory pranks created in a misguided effort to communicate with travelers or get them to chase, play tag, or other juvenile forms of recreation.

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.

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