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Vidileth

Creature 14 (rare) — aberration, aquatic

The powerful vidileths are the insidious veiled masters of the alghollthus. These manipulators of mind and body alike lead their species in the open, using their ability to change form to walk among and deceive humans and other sapient species. Many veiled masters are even more powerful than the typical specimen presented here and can use a wide range of arcane or occult spells and rituals. While veiled masters command significant combat prowess and impressive magical skills, the greatest danger

Source: pathfinder-monster-core

Perception +25
Skills arcana +27, athletics +24, deception +28, intimidation +26, occultism +29, society +27, stealth +24
Str
+6
Dex
+6
Con
+8
Int
+7
Wis
+5
Cha
+6
AC 34 Fort +26 Ref +22 Will +24
HP 270
Immunities controlled, electricity, mental
Resistances cold 20
Speed 10 feet, swim 80 feet

Offense

Melee Claw +28, Damage 3d10+12 slashing
Melee Fangs +28, Damage 3d8+12 piercing
Melee Tentacle +28, Damage 7d6 electricity

Abilities

Numbing Lights (aura, light, visual) — 30 feet. The vidileth exudes dim light. Creatures within the light must attempt a DC 34 Will save each round, becoming Stupefied 1 on a failure (or increase their stupefied value from numbing lights by 1, to a maximum of 4).
Constant Spells — Constant Spells
+2 Status to All Saves vs. Magic
Change Shape (concentrate, occult, polymorph) — Frequency once per round Effect A vidileth takes on the appearance of a humanoid of Large, Medium, or Small size or resumes its true form. While in humanoid form, the vidileth's Speed is 30 feet, and it loses its numbing lights aura and swim Speed. If the humanoid form assumed lacks the aquatic trait, the vidileth loses its own aquatic trait as well. In humanoid form, the vidileth can use weapons or make Strikes that work like its tentacle attack but use the reach of its current form. If the form has fangs or claws, the vidileth can also make such Strikes. Change Shape
Consume Memories (mental, occult) — When the vidileth hits with a fangs Strike, the target must succeed at a DC 34 Will save or take 3d6 mental damage. The vidileth gains temporary Hit Points equal to the damage dealt and learns some of the creature's memories (subject to the GM's discretion).
Delayed Suggestion (occult) — When a vidileth successfully casts Dominate on a creature, a Suggestion spell triggers when the dominate spell ends. This suggestion usually causes the target to return to the vidileth, so the creature can cast dominate again, but a vidileth can set the suggestion to different orders if it wishes.
Shape Flesh (curse, manipulate, occult) —
Tentacle Flurry — The vidileth makes a tentacle Strike against each creature within its reach. Make only one attack roll, and roll damage once for all targets.
Thoughtlance (curse, occult) — A creature touched by the vidileth's tentacles must attempt a DC 34 Will save, becoming Slowed 1 on a failure or Slowed 2 on a critical failure. Each time the affected creature ends its turn, its slowed value decreases by 1.

Spells

Project Image (At Will) (rank 7)
Dominate (rank 6)
Illusory Scene (At Will) (rank 5)
Sending (At Will) (rank 5)
Truespeech (Constant) (rank 5)
Mirage (At Will) (rank 4)
Suggestion (rank 4)
Translocate (rank 4)
Geas (rank 3)
Hypnotize (At Will) (rank 3)
Levitate (At Will) (rank 3)
Mind Reading (At Will) (rank 3)
Water Breathing (At Will) (rank 2)
Illusory Disguise (At Will) (rank 1)
Illusory Object (At Will) (rank 1)

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