BaatamidarCreature 21
Source Pathfinder #162: Ruins of the Radiant Siege
Perception +39 (darkvision, truesight (precise) 60 feet)
Languages Chthonian, Diabolic, Empyrean, Protean, Telepathy 100 Feet
Skills Acrobatics +38, Arcana +37, Athletics +35, Diplomacy +35, Intimidation +37, Occultism +37, Religion +37, Stealth +38
Str +6, Dex +9, Con +5, Int +6, Wis +10, Cha +6
AC 42; Fort +32; Reflex +36; Will +39;
HP 350 (regeneration 30 (deactivated by lawful)
Speed 0 feet (fly 70 feet, swim 50 feet)
Immunities acid, paralyzed
Resistances Precision 20
Tentacle
+36 (+31, +26) to hit (finesse, magical, reach 15, unarmed) 4d8+14 BludgeoningTelepathy 100 feet (aura, magical)
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 SpellsA 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.
Regeneration 30 (Deactivated by Lawful)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.
Unrelativity Field (arcane, aura, incapacitation, mental)1 mile. Creatures who start their turn in the aura must succeed at a DC 48 will save or become unable to understand any communication (including telepathy), distinguish social rank or authority, or differentiate the relative value of objects or services. This persists for as long as the creature is in the aura.
Creatures who succeed at the save are temporarily immune for 1 hour (24 hours on a critical success). Proteans are immune to the unrelativity field.
The baatamidar can suppress this aura or activate it again as a free action.
Mind-Numbing Grasp (arcane, incapacitation, mental)The baatamidar's tentacles leech away thought. A creature that starts its turn grabbed by the baatamidar must attempt a DC 41 will save.
Critical Success Unaffected.
Success Stupefied 1 for 1 round.
Failure Stupefied 3 for 1 minute.
Critical Failure Stupefied 3 for an unlimited duration.
Writhing Arms
The baatamidar makes up to four tentacle Strikes, each against a different target. Each attack counts separately for the baatamidar's multiple attack penalty, but the penalty doesn't increase until the baatamidar has made all the attacks.
If the baatamidar subsequently uses the Improved Grab action, it can Grab any number of creatures it hit with Writhing Arms.
Improved Grab
Trigger The monster's last action was a successful Strike that lists Improved Grab in its damage entry, or the monster has a creature Grabbed or Restrained
Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty.
The monster can instead use Improved Grab as an action and choose one creature it's grabbing or restraining with an appendage that has Improved Grab to automatically extend that condition to the end of the monster's next turn.
Arcane Innate Spells (DC 44, +36 to hit)
8th Level: Dispel Magic (At Will), Mind Blank (At Will)
9th Level: Prismatic Sphere
10th Level: Cataclysm, Detect Alignment (Constant), True Seeing (Constant)
Baatamidars are drawn to destroy planar communities on the fringes where the Outer Planes touch the chaos of the Maelstrom. They resemble floating blobs of undulating, prismatic ooze with four quivering tentacles and dribbles of oily slime that always drip upwards.
Traits
This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.
MonitorCreatures that hail from or have a strong connection to Axis, the Boneyard, or the Maelstrom are called monitors. Monitors can survive the basic environmental effects of planes in the Outer Sphere.