Contemplative Meditant
Creature 15 (rare) — aberration
Pre-Remaster content. May include legacy alignment.
WeaverShadeLANDAERIALaberration
Contemplative meditants focus their meditations and research on the vexing topic of time itself. The ancestors of the Contemplatives of Ashok were humanoids of vast intellect who unlocked occult powers. They deliberately evolved their mental faculties at the expense of their physical forms, and their atrophied bodies dangle beneath giant brains.
Source: strength-of-thousands-bestiary (Pre-Remaster)
Perception +29; darkvision, thoughtsense (imprecise) 60 feet
Languages akitonian; telepathy 60 feet; tongues
Skills arcana +31, deception +27, Dimension of Time Lore +31, diplomacy +27, medicine +29, nature +27, occultism +33, society +29
Str
-2
Dex
+6
Con
+0
Int
+8
Wis
+6
Cha
+4
AC 38
Fort +21
Ref +27
Will +29
HP 275
Resistances mental 15
Weaknesses physical 10
Speed 5 feet, fly 25 feet
Offense
Melee Claw (finesse, magical, unarmed) +27, Damage 3d6+4 slashing plus 4d6 mental
Abilities
Telepathy 60 feet (aura, magical) — A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.
Temporal Sense — A contemplative meditant can always roll Dimension of Time Lore for initiative. When it does, it gains a +2 circumstance bonus to the roll as it acts on flashes of insight harvested from potential futures.
Thoughtsense 60 feet (mental, occult) — The contemplative senses all non-mindless creatures at the listed range.
Constant Spells — A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.
Atrophied — A contemplative's limbs are withered and incapable of significant physical exertion. A contemplative can't properly wield a two-handed weapon or object without dedicating its telekinetic powers to supporting the weapon, and even then, it takes a -2 penalty to Strikes with such a weapon. It also can't use its spells or fly as long as it wields a two-handed weapon or object.
Temporal Suppression (mental, occult) — Frequency once per round
Effect The contemplative attempts to hinder a target creature's personal flow of time. The target must be within 60 feet, and once targeted must attempt a DC 36 Will save, becoming Slowed 1 on a failure or Slowed 2 on a critical failure.
Each time an affected creature ends its turn, its slowed value decreases by 1. A creature that critically succeeds on their save against Temporal Suppression is temporarily immune to it for 24 hours.
Effect The contemplative attempts to hinder a target creature's personal flow of time. The target must be within 60 feet, and once targeted must attempt a DC 36 Will save, becoming Slowed 1 on a failure or Slowed 2 on a critical failure.
Each time an affected creature ends its turn, its slowed value decreases by 1. A creature that critically succeeds on their save against Temporal Suppression is temporarily immune to it for 24 hours.
Occult Innate Spells DC 39, attack +29
8th Disappearance (Self Only), Discern Location
7th Return To Essence
5th Tongues (Constant)
4th Dimensional Anchor
3rd Haste, Slow
1st Magic Missile (×3), Sanctuary
Cantrips (8th) Daze, Ghost Sound, Mage Hand, Read Aura, Telekinetic Projectile
WORKS WELL WITH
AnvilLAND / AERIALWeaver's Temporal Suppression and occult debuffs create openings for the Anvil to control approaching enemies.
SniperLAND / AERIALWeaver hinders and slows targets, giving the Sniper safe stationary shots from range.
CrasherLAND / AERIALWeaver's time-hindering effects make enemies easier targets for the Crasher to finish off.
PUNISHES
✖ low Will✖ melee reliance
Works well with · Punishes · Pairing advice
Unlock with Tactics
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