Ockomlire
Creature 13 (rare) — aberration
With its mottled green-and-tan rubbery flesh, six short legs ending in two-clawed feet, and three circular mouths arrayed equidistantly around a disk-shaped head crowned by multiple bulbous eyes, the bizarre Darklands-dwelling ockomlire's strange appearance blurs the line between aberration and fungus. Ockomlires eat magic, and their specialized organs process and release that magic in the form of a mist that saps the willpower of those it touches. Originally created by sekmin occultists as a p
Source: curtain-call-bestiary
Perception +23
Skills athletics +27, occultism +24, survival +23
Str
+8
Dex
+4
Con
+5
Int
+5
Wis
+4
Cha
+0
AC 33
Fort +26
Ref +21
Will +23
HP 235
Speed 20 feet, climb 10 feet
Offense
Melee Jaws +27, Damage 3d10+14 piercing
Abilities
Emotion Vulnerability — If an ockomlire fails a saving throw against an emotion effect, they loses their resistance to mental damage and gains an equal amount of weakness to mental damage (weakness to mental 15 for the typical ockomlire) until the end of their next turn.
Constant Spells — Constant Spells
+1 Status to All Saves vs. Emotion —
Devour Magic (occult) — The ockomlire attempts to devour a spell effect from a creature they've Grabbed. To successfully do so, they must counteract that effect with an Occultism check. If the spell effect is an emotion effect, the ockomlire gains a +2 circumstance bonus to this check.
**Critical Success** The spell is countered, the ockomlire gains temporary Hit Points equal to twice the spell's rank for 1 minute, and the grabbed creature becomes Stupefied 2 for 1 minute.
**Success** As success but Stupefied 1.
**Critical Failure** The attempt backfires, and the ockomlire becomes overwhelmed; their emotion vulnerability becomes active until the end of their turn.
Haze of Despair (emotion, mental, occult) —
Improved Grab — Improved Grab
Spells
Calm (At Will) (rank 2)
Detect Magic (Constant) (rank 1)
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