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Quelaunt

Creature 15 — aberration

WeaverCrasherLANDaberrationoccultemotion

This three-armed, three-legged monster has no discernible eyes, nose, ears, or mouth, and no visible means of ingesting food. Its limbs are distributed so evenly across its body that it's all but impossible to tell which way the creature is oriented at any given time. Few who witness a quelaunt linger on its alien looks for long though, as the invasion of their minds becomes a more pressing concern, sowing doubt, sorrow, and rage. This monstrosity not only delights in the negative emotions of it

Source: pathfinder-monster-core

Perception +29; tremorsense (imprecise) 60 feet
Languages aklo; (Can't Speak Any Language), Telepathy 100 feet
Skills deception +30, intimidation +30, occultism +27
Str
+6
Dex
+5
Con
+4
Int
+5
Wis
+6
Cha
+8
AC 36 Fort +27 Ref +26 Will +31 +2 to will saves vs. emotion
HP 305
Resistances mental 15
Speed 40 feet (fly)

Offense

Melee Claw (agile, magical, reach-10, unarmed) +30, Damage 3d8+12 slashing

Abilities

Tremorsense (Imprecise) 60 feet — Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.
Telepathy 100 feet (aura, magical, mental) — 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.
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.
+2 to Will Saves vs. Emotion
Emotional Focus — The quelaunt can cast the following cleric domain spells as 8th-rank occult innate spells at will without spending Focus Points: Captivating Adoration, Delusional Pride, and Ignite Ambition.
Emotional Frenzy — The quelaunt casts up to three spells chosen from its at-will innate spells and its emotional focus spells.
Feed on Emotion (attack, emotion, incapacitation, mental) — Frequency once per round

Effect The quelaunt feeds on the emotional unrest of a single creature within 30 feet that's under a harmful emotion effect. The target must succeed at a DC 37 Will save or take 4d10 mental damage and be Stunned for 1 round.

If the target fails its saving throw, the quelaunt regains the same number of Hit Points and regains the action it spent to Feed on Emotion. It can't use the regained action to Feed on Emotion again.
Rapid Strikes (attack) — The quelaunt makes three melee Strikes, each against a different target within reach. The multiple attack penalty applies to each attack but increases only after all the attacks have been made.
Spiral of Despair (emotion, mental) —
Occult Innate Spells DC 39, attack +31
5th Wave of Despair (×3)
4th Fly (Constant)
2nd Laughing Fit
1st Fear (At Will)
Occult Innate Spells DC 39, attack +31
4th Captivating Adoration, Delusional Pride
1st Ignite Ambition

WORKS WELL WITH

AnvilLANDA frontline body absorbs Rapid Strikes so this aberration's emotion spells can keep landing on the backline instead.
SnareLANDA controller that inflicts fear or despair feeds directly into Feed on Emotion for extra tempo against that target.
FlankerLANDA mobile striker punishes a target left Stupefied or shaken by this aberration's emotional debuffs.

PUNISHES

✖ clumping✖ low Will✖ isolated allies
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 Monster Core.

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