Four bandy limbs, each splitting at the elbow into two three-fingered forearms, emerge from this creature’s crystalline body.
Theletos CR 7
AC 20, touch 15, flat-footed 17 (+2 deflection, +2 Dex, +1 dodge, +5 natural)
hp 76 (9d10+27); fast healing 5
Fort +9, Ref +5, Will +12
Immune cold, critical hits, poison; Resist electricity 10, fire 10; SR 23
Speed 30 ft., fly 30 ft. (poor)
Melee 2 slams +13 (1d6+4), 2 tentacles +8 (1d4+2 plus fate drain)
Special Attacks wreath of fate
Spell-Like Abilities (CL 9th; concentration +10)
At will—augury, command (DC 12), doom (DC 12), sanctuary (DC 12)
3/day—bestow curse (DC 14), enthrall (DC 13), touch of idiocy (DC 13), dispel magic, remove curse, suggestion (DC 14)
1/day—charm monster (DC 15), lesser geas (DC 15)
Str 18, Dex 14, Con 17, Int 11, Wis 19, Cha 12
Base Atk +9; CMB +13; CMD 28 (can’t be tripped)
Feats Dodge, Hover, Improved Initiative, Improved Iron Will, Iron Will
Skills Fly –2, Intimidate +13, Knowledge (planes) +16, Perception +16, Sense Motive +16, Spellcraft +12, Stealth +14
SQ extension of all, void form
A theletos possesses a pair of flexible crystalline tentacles with which it can drain a creature’s sense of fate and destiny. Whenever it strikes a foe with these tentacles, the creature struck must make a DC 17 Will save or take 1d4 points of Charisma damage. Until a creature’s Charisma damage from this ability is healed, the victim takes a –2 penalty on all saving throws (regardless of the actual total amount of Charisma damage it takes). The save DC is Constitution-based.
As a full-round action every 1d4 rounds, a theletos can release a 60-foot cone of energy from its chest. Any intelligent creature struck by this cone must make a DC 15 Will save or become nearly overwhelmed with the knowledge of various fates that destiny has in store for him—there is no way to make sense of these myriad dooms and boons, and as a result, the victim is staggered. As long as this condition persists, the victim may choose to make two rolls when attempting an attack roll, a saving throw, or a skill check—he must accept the worse of the two rolls, but in so doing the wreath of fate passes from his soul and he is no longer staggered by this ability. Wreath of fate is a curse effect, and as such can be affected by remove curse or break enchantment—the effective caster level of this curse is equal to the theletos’s HD (CL 9th in most cases). The save DC is Charisma-based.
Environment any (Outer Planes)
Organization solitary, pair, or collective (3–12)
The strange theletos is the guardian of the duality between freedom and fate. Slavery is no more of an issue to a theletos than is true freedom, but without one, the other cannot exist. In areas where slavery is rife, a theletos might aid in freeing some slaves, while in regions where slavery has been abolished, this strange being works to subjugate many creatures with its own mind-controlling spell-like abilities—often encouraging them to further undertake acts of slavery themselves. The theletos is also a guardian of fate and prophecy, and while for some creatures it might allow glimpses of futures, others who peer into the future almost seem to cause the aeon physical pain. The theletos cannot explain why one seer might be allowed to divine futures while another should not—it knows only that some prophets should be denied this pursuit.
A theletos is 5 feet tall and weighs 100 pounds.
Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC; Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.