← Bestiary index

Pleroma

Creature 20 — aeon, monitor

WeaverSnareAERIALaeonmonitorvitalityvoid

Among the most powerful of all the true aeons, pleromas are the ultimate manifestation of the duality of creation and destruction. Their physical manifestation is a constant state of flux between these two extremes; their forms are draped in a hooded, shifting cloak of night black where galaxies and other celestial objects flit in and out of existence at every moment, as if depicting the constant life, death, and rebirth of a miniature, self-contained universe. Pleromas see the multiverse as bo

Source: pathfinder-monster-core

Perception +37; darkvision, lifesense (imprecise) 120 feet, truesight 60 feet
Languages Envisioning
Skills acrobatics +33, arcana +38, deception +34, diplomacy +34, occultism +38, religion +39, stealth +35
Str
+6
Dex
+7
Con
+6
Int
+8
Wis
+9
Cha
+6
AC 45 Fort +32 Ref +31 Will +37 +1 status to all saves vs. magic
HP 335 (regeneration 20 (deactivated by spirit))
Immunities vitality, void
Weaknesses spirit 20
Speed 0 feet, fly 40 feet (unfettered movement)

Offense

Melee Touch of Creation (agile, magical, vitality) +36, Damage 5d8+16 vitality
Melee Touch of Destruction (agile, magical, void) +36, Damage 5d8+16 void

Abilities

Envisioning (aura, divine, mental) — 100 feet

A pleroma can communicate mentally with any creatures in the aura using wordless psychic projections. They don't need to share a language, though the aeon's meaning to non-aeons can be vague and is often mysterious. An aeon can use this ability to communicate flawlessly with any other aeon on the same plane as itself.
Lifesense 120 feet — Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the vitality energy animating living creatures and the void energy animating undead creatures, much as sight distinguishes colors.
At-Will Spells — The monster can cast its at-will spells any number of times without using up spell slots.
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
Regeneration 20 (Deactivated by Spirit) — This monster regains the listed number of Hit Points each round at the beginning of its turn. Its Dying condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4.
Reality Twist
Generate Sphere (concentrate, divine) — The pleroma manifests a 2-foot-diameter sphere of energy—either a white sphere of creation that hovers above their left hand or a black sphere of oblivion above their right. This action has the vitality trait for a sphere of creation or the void trait for a sphere of oblivion. A sphere vanishes after 1 minute, when it is more than 300 feet from the pleroma, or when the pleroma Generates a Sphere of that type again. A sphere of oblivion winks out of existence when it vanishes, but a sphere of creation explodes in blinding light—each creature in a 30-foot emanation must succeed at a DC 43 Fortitude save or be permanently Blinded. This is a light effect.
Propel Sphere (concentrate, divine) — This is an incapacitation effect.

Success The creature takes no damage and is pushed out of the sphere to the nearest open space of the GM's choice.

Failure The creature takes full damage; this is 20d6 vitality{vitality} damage for a sphere of creation or 20d6 void{void} damage for a sphere of oblivion, but it can damage any type of creature regardless of its normal immunities. The creature is then pushed out of the sphere as on a success. A creature reduced to 0 HP is slain instead of being pushed out, either merged with new matter for a sphere of creation or completely destroyed for a void of oblivion; the creature can be restored only via a Wish ritual or similarly powerful effect. This is a death effect.

Critical Failure As failure, but the creature takes double damage.
Divine Innate Spells DC 47, attack +39
10th Manifestation
9th Detonate Magic, Overwhelming Presence
8th Unrelenting Observation
7th Interplanar Teleport, Retrocognition
6th Blessed Boundary, Disintegrate (×2), Truesight (Constant)
5th Banishment
4th Creation (At Will), Shape Stone (At Will), Unfettered Movement (Constant)
3rd Hypercognition (At Will)
2nd Create Food (At Will), Shape Wood (At Will)
1st Create Water (At Will)
Cantrips (10th) Vitality Lash, Void Warp

WORKS WELL WITH

AnvilAERIALA durable frontline presence absorbs direct pressure so this caster can keep manifesting spheres and spells uninterrupted.
CrasherAERIALA hard-hitting attacker can punish targets left off-balance after being displaced by a propelled sphere.
SniperAERIALA ranged attacker sharing the air can pick off foes pushed into the open by the sphere's forced repositioning.

PUNISHES

✖ clumping✖ standing still
Being air-locked with no land Speed, pairing with purely land-bound allies risks the encounter splitting across incompatible terrain.
Works well with · Punishes · Pairing advice Unlock with Tactics

PathfinderGM is an independent tool and is not affiliated with Paizo Inc. Pathfinder and associated marks are trademarks of Paizo Inc., used under the Community Use Policy.

Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Monster Core.

This stat block is Remaster content, used under the ORC License. Reserved Material and Product Identity remain the property of Paizo Inc.

Full licenses · Privacy · Terms · Walkthrough

Run Pleroma in the encounter builder — free, no install.

Open in PathfinderGM →