Vidileth

Creature 14
  • rare
  • Large
  • aberration
  • aquatic
Perception
+25; darkvision
Languages
Aklo, Alghollthu, Common, Sakvroth, Thalassic, Truespeech
Skills
Arcana +27, Athletics +24, Deception +28, Intimidation +26, Lore (any one subcategory) +29, Occultism +29, Society +27, Stealth +24
Str +6, Dex +6, Con +8, Int +7, Wis +5, Cha +6

Numbing Lights (aura, light, visual) 30 feet.

The vidileth exudes dim light. Creatures within the light must attempt a DC 34 Will save each round, becoming Stupefied 1 on a failure (or increase their stupefied value from numbing lights by 1, to a maximum of 4).

Constant Spells

AC
34; Fort +26, Ref +22, Will +24; +2 status to all saves vs. magic
HP
270; Immunities controlled, electricity, mental; Resistances cold 20
Speed
10 feet, swim 80 feet

Melee ◆ claw +28 (agile, magical, reach 20 feet, unarmed), Damage 3d10+12 slashing plus Shape Flesh

Melee ◆ fangs +28 (magical, reach 10 feet, versatile s), Damage 3d8+12 piercing plus Consume Memories

Melee ◆ tentacle +28 (agile, electricity, magical, reach 20 feet, unarmed), Damage 7d6 electricity plus Thoughtlance

Occult Innate Spells DC 37, attack +29; 9th project image (at will); 8th illusory scene (at will), suggestion; 7th illusory disguise (at will); 6th dominate; 5th sending (at will), mirage (at will), translocate, illusory object (at will); 3rd hypnotize (at will), levitate (at will), mind reading (at will), water breathing (at will); Constant (5th) truespeech

Change Shape ◇ (concentrate, occult, polymorph) Frequency once per round

Effect A vidileth takes on the appearance of a humanoid of Large, Medium, or Small size or resumes its true form. While in humanoid form, the vidileth's Speed is 30 feet, and it loses its numbing lights aura and swim Speed. If the humanoid form assumed lacks the aquatic trait, the vidileth loses its own aquatic trait as well. In humanoid form, the vidileth can use weapons or make Strikes that work like its tentacle attack but use the reach of its current form. If the form has fangs or claws, the vidileth can also make such Strikes.

Consume Memories (mental, occult) When the vidileth hits with a fangs Strike, the target must succeed at a DC 34 Will save or take 3d6 mental damage. The vidileth gains temporary Hit Points equal to the damage dealt and learns some of the creature's memories (subject to the GM's discretion).

Delayed Suggestion (occult) When a vidileth successfully casts Dominate on a creature, a Suggestion spell triggers when the dominate spell ends. This suggestion usually causes the target to return to the vidileth, so the creature can cast dominate again, but a vidileth can set the suggestion to different orders if it wishes.

Shape Flesh ◆ (curse, manipulate, occult) Requirements The vidileth's last action was a success with a claw Strike

Effect The vidileth sloppily modifies the target's flesh. They must succeed at a DC 34 Fortitude save or permanently receive the veiled master's choice of Clumsy 2, Enfeebled 2, or a –10 status penalty to Speed.

Tentacle Flurry ◆◆ The vidileth makes a tentacle Strike against each creature within its reach. Make only one attack roll, and roll damage once for all targets.

Thoughtlance (curse, occult) A creature touched by the vidileth's tentacles must attempt a DC 34 Will save, becoming Slowed 1 on a failure or Slowed 2 on a critical failure. Each time the affected creature ends its turn, its slowed value decreases by 1.

Source: Pathfinder Monster Core

Running this fight? Add the vidileth to the initiative tracker: type its name and the AC, hit points and Perception for initiative fill in, and the book button shows this stat block mid-fight.

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