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Mindmoppet

Creature 5 (uncommon) — ooze

WeaverSnareAERIALooze

Mindmoppets are the result of laboratory experimentation that sought to harness telepathic energy within a liquid alchemical concoction. Mindmoppets feed on the latent telepathic energy of creatures. Even those with no apparent gift but with an active mind can sustain a mindmoppet for days. Such feeding is not invasive, and mindmoppets continually "graze" even while inactive. Mindmoppets are willing servants to anyone who concerns themselves with strenuous mental exercise. Their creator is usua

Source: gatewalkers-bestiary

Perception +12; mindsense (precise) 120 feet
Languages common; one other language; telepathy 100 feet
Skills acrobatics +13, crafting +14, deception +11, intimidation +11, medicine +10, occultism +14, society +14, stealth +13, thievery +13
Str
+2
Dex
+4
Con
+2
Int
+5
Wis
+3
Cha
+2
Items Shell (Porcelain Doll)
AC 21 Fort +9 Ref +12 Will +15 +1 status to all saves vs. magic
HP 75
Immunities acid, critical-hits, piercing, precision, unconscious, visual
Resistances slashing 5
Weaknesses electricity 5
Speed 0 feet, fly 40 feet

Offense

Ranged Telekinetic Slam (force, occult) +15, range increment 20 feet, Damage 2d12 force plus Improved Push

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.
Mindsense (Precise) 120 feet — The mindmoppet senses the thoughts of intelligent creatures and builds a perception of reality from this information, allowing the mindmoppet to "see" as a precise sense. Invisible intelligent creatures are visible to it.
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.
+1 Status to All Saves vs. Magic
Prognosticate — When the mindmoppet uses a reaction, it can Step before or after taking the reaction.
Shell — The mindmoppet believes its shell is an important part of itself. Breaking the mindmoppet's shell (AC 25, Hardness 1, HP 6, BT 3) causes it to become Fascinated with its shell. This condition ends when its shell is repaired.
Synapse Glow (aura, light) — 5 feet. The firing of the mindmoppet's synapses create dim light. The range increases to 10 feet if its shell is destroyed.
Anticipate — The mindmoppet attempts to anticipate its opponent's actions. Until the end of its next turn, the mindmoppet gains one reaction.
Redirect Attack (mental) —
Improved Push
Occult Innate Spells DC 22, attack +14
2nd Telekinetic Maneuver (×2)
1st Command, Mending (×3), Mindlink (Constant)
Cantrips (2nd) Telekinetic Hand, Telekinetic Projectile

WORKS WELL WITH

AnvilLANDA grounded bruiser holds melee attention below while the ooze freely repositions overhead, safe from Reactive Strike.
SniperLANDAnother ranged damage dealer keeps pressure on grounded targets while the ooze's mental sensing reveals threats hidden from normal Perception.

PUNISHES

✖ melee reliance✖ reactive strike reliance✖ low Will
Avoid stacking with another airborne controller; redundant flight-based evasion adds little once ranged options are already stretched thin.
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 Adventure Path: Gatewalkers.

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