Many-Angled Creature (CR +1)[3pp]

Some creature’s exist outside the laws of reality, their very being is a defiance of order, like an optical illusion come to life. The sums of their angles do not add up to a constant figure; their limbs merge impossibly with their bodies. Merely examining one can drive a person insane. These are the many-angled creatures. The Dwellers in the Darkness, found within the Dark Tapestry beyond mortal realty, created these aberrant creatures and if they act in accordance to some strange agenda, no sane mind can follow it. Many-angled creatures are inexplicably shaped to the point of defying description, with their body parts merging in unfathomable ways.

Creating a Many-Angled Creature

“Many-angled” is an acquired template that can be added to any creature with an Intelligence of 4 or higher (referred to hereafter as the base creature).

A many-angled creature uses all the base creature’s statistics and special abilities except as noted here.

CR: +1

Alignment: Chaotic Evil or Chaotic Neutral

Size and Type: The creature’s type changes to aberration with the extraplanar subtype and the appropriate augmented subtype. Do not recalculate HD, base attack bonuses, saves, or skill points. Size is unchanged.

Aura: unnatural aura (100 ft.)

Defensive Abilities: Due to the space/time bending nature of a many-angled it gains Evasion and Improved Evasion (as the rogue class features of the same name).; Immune mind affecting spells and effects. Special Abilities: A many-angled creature retains all the special abilities of the base creature, plus the special abilities as described below:

Aberrant Behavior (Ex)

Sentient many-angled creatures (that is, those with Intelligence scores of 3 or more) do not reason as we understand it. Instead, whenever confronted by a problem or situation that requires logical thought processes to handle, a many-angled must make a Will save (DC 10 +1/2 their HD + its Wisdom modifier). If the creature succeeds, it has no further problem, but if it fails it cannot fathom the answer and begins to act as if under a confusion spell. Many-angled’s with Intelligence scores of 2 or less are forced to make this check at the beginning of any confrontation. After 24 hours, and each 24 hour period thereafter, the creature may make a new saving throw.

Impossible Geometry (Ex)

Due to the indescribable geometries the many-angled creature demonstrates, those within 30 ft. who see one must attempt a Will save (DC 10 + 1/2 the many-angled creature’s Hit Dice + its Cha modifier). Those who make the save are subconsciously aware that something is completely wrong with the thing and may avert their gaze (see gaze attack under universal monster abilities). If a creature fails its saving throw its mind has attempted to grasp the impossible angles of the creature and is driven insane, gaining a form of madness chosen by the GM (usually depersonalization, see below). Every 24 hours the victim can attempt another saving throw to negate these effects. This is a mind-affecting compulsion effect.


Type insanity; save Will (see below); onset immediate; effect the creature’s gains a subjective feeling of being unreal, or unfamiliar to self. The subject develops psychosomatic blindness, deafness, or the loss of the use of a limb and/or limbs (GMs choice, whatever would most hamper the character at the moment, each time it fails a save an additional psychosomatic effect appears).

Warp Space/Time (Ex)

By folding the dimensions around its body, a many-angled creature can automatically deflect one attack per round directed against it back upon the attacker. The attacker takes full damage (including any special effects of the attack such as a flaming weapon dealing fire damage). Spells and effects can be reflected using this power, but only those that specifically target the many-angled creature. Area of effect spells are not reflected.

Non-Euclidean Assault (Su)

Living creatures hit by a many-angled creature’s melee, range, or touch attacks can have alien geometries forced upon them and they must make a successful Fort save (DC 10 +1/2 the lostling’s HD + its Cha modifier) or suffers Strength and Dexterity Damage and gain a special condition based on its Challenge Rating (see below) for 1d4+1 rounds. Non-living creatures, objects and creatures immune to ability damage suffer 1d6 points of damage for every 2 HD the many-angled creatures possesses plus it gains the broken condition upon a failed saving throw.

CR Ability Damage Condition
1-5 1d4 Sickened
6-10 2d4 staggered
11-15 2d6 Nauseated
16+ 3d6 Stunned

Abilities: Increase the base creature as follows: +4 Cha (+2 to Bluff, diplomacy, Disguise, Handle Animal, Intimidate, Perform, and Use Magic Device; attempts to influence others, and Channel Energy DCs, +2 to any of the base creature’s Charisma-based DCs).

Section 15: Copyright Notice

Pathways Bestiary (c) 2017, Rite Publishing LLC.; Author: Steven D. Russell.

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