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Vidileth

Creature 14 (rare) — aberration, aquatic

WeaverAnvilLANDAQUATICaberrationaquaticoccultmental

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; darkvision
Languages aklo, alghollthu, common, sakvroth, thalassic; Truespeech
Skills arcana +27, athletics +24, deception +28, intimidation +26, Lore (any one subcategory) +29, 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 +2 status to all saves vs. magic
HP 270
Immunities controlled, electricity, mental
Resistances cold 20
Speed 10 feet, swim 80 feet

Offense

Melee Claw (agile, magical, reach-20, unarmed) +28, Damage 3d10+12 slashing plus Shape Flesh
Melee Fangs (magical, reach-10, versatile-s) +28, Damage 3d8+12 piercing plus Consume Memories
Melee Tentacle (agile, electricity, magical, reach-20, unarmed) +28, Damage 7d6 electricity plus Thoughtlance

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 — 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 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.

The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.
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.
Occult Innate Spells DC 37, attack +29
7th Project Image (At Will)
6th Dominate (×3)
5th Illusory Scene (At Will), Sending (At Will), Truespeech (Constant)
4th Mirage (At Will), Suggestion (×3), Translocate (×3)
3rd Hypnotize (At Will), Levitate (At Will), Mind Reading (At Will)
2nd Water Breathing (At Will)
1st Illusory Disguise (At Will), Illusory Object (At Will)

WORKS WELL WITH

FlankerLAND / AQUATICA mobile striker punishes targets left Stupefied and Slowed by the numbing lights and thoughtlance before they can act.
SniperLAND / AQUATICA ranged attacker finishes foes weakened by the ongoing mental damage without entering the tentacle flurry's reach.

PUNISHES

✖ low Will✖ clumping✖ standing still
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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