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Contemplative Mentor

Creature 18 (rare) — aberration

Pre-Remaster content. May include legacy alignment.

WeaverMenderAERIALLANDaberration

As they near the next phase of their journey through existence, contemplative mentors split their time between unlocking the highest secrets of time and space, and guiding their students and less-talented peers. 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 +31; darkvision, thoughtsense (imprecise) 100 feet
Languages akitonian; telepathy 100 feet; tongues
Skills arcana +35, deception +32, Dimension of Time Lore +35, diplomacy +32, medicine +31, nature +31, occultism +37, society +33
Str
-2
Dex
+6
Con
+0
Int
+9
Wis
+5
Cha
+6
AC 44 Fort +24 Ref +30 Will +33
HP 335
Resistances mental 20
Weaknesses physical 10
Speed 5 feet, fly 30 feet

Offense

Melee Claw (finesse, magical, unarmed) +32, Damage 3d8+6 slashing plus 4d6 mental

Abilities

Telepathy 100 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 100 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.
Project Calm (emotion, mental, occult) — The contemplative mentor projects a field of perfect calm in a 60-foot emanation{60-foot emanation}. All creatures within the area of effect must succeed at a DC 40 Will save or be unable to take hostile actions for 1 round.

After using this ability, the contemplative is Drained 1, or increases its drained value by 1 if it was already drained. A contemplative mentor can't use this ability if its drained value is 3 or more.
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 40 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 43, attack +33
9th Foresight
8th Disappearance (Self Only), Discern Location
7th Return To Essence
5th Tongues (Constant)
4th Dimensional Anchor
3rd Haste, Slow
1st Magic Missile (×3), Magic Missile (×3), Sanctuary
Cantrips (9th) Daze, Ghost Sound, Mage Hand, Read Aura, Telekinetic Projectile

WORKS WELL WITH

SniperLAND / AERIALSniper delivers damage from outside the Project Calm emanation while the Weaver locks down enemies with Temporal Suppression.
ShadeLAND / AERIALShade operates independently at range or stealth, avoiding the calm field while capitalizing on controlled enemies.

PUNISHES

✖ low Will✖ melee rush✖ mental damage
melee allies hampered by Project Calm
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder #173: Doorway to the Red Star.

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