🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

ChernobueCreature 12


UncommonLargeChaoticEvilFiendQlippothUnholy
Source Pathfinder Bestiary 2
Perception +25 (greater darkvision, scent (imprecise) 30 feet)
Languages Chthonian, Telepathy 100 Feet
Skills Acrobatics +22, Athletics +25, Intimidation +25, Occultism +22
Str +7, Dex +4, Con +5, Int +4, Wis +7, Cha +5

AC 33; Fort +23; Reflex +18; Will +25;
HP 220
Speed 30 feet
Immunities controlled, fear effects
Resistances Mental 10, Physical 10

Jaws One Action +26 (+21, +16) to hit (magical, unarmed, unholy) 3d10+13 Piercing
Tentacle Mouth One Action +26 (+22, +18) to hit (agile, chaotic, magical, reach 15, unholy) 3d6+13 Piercing

Greater Darkvision

A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness.

Telepathy 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 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.

Aura of Order's Ruin (aura, occult)

30 feet. A lawful or good creature that begins its turn in this aura's emanation must attempt a DC 29 will save or become Sickened 1 (lawful good creatures instead become Sickened 2).

Boiled by Light

A chernobue takes 2d10 fire damage each time it starts its turn in an area of bright light.

Recall Venom Reaction

Trigger A creature within 30 feet suffers the effects from stage 2 of rupturing venom


Effect The chernobue calls out telepathically to the semi-alive toxin, causing it to burst out of the target's body and slither through the air to drain back into one of the chernobue's mouths. The poisoned creature takes 7d6 bludgeoning damage (DC 32 fortitude save) as the venom exits its body, but is thereafter cured of rupturing venom, and the chernobue regains an equal number of Hit Points.

Paralyzing Display Two Actions (concentrate, emotion, fear, incapacitation, mental, occult, visual)

The chernobue's eye pulses and its lid peels back to reveal mind-bending awfulness. Creatures in a 30-foot emanation must attempt a DC 32 will save, after which they are temporarily immune to further Paralyzing Displays for 1 minute.


Critical Success The creature is unaffected.

Success The creature is Slowed 1 for 1 round.

Failure The creature is Paralyzed for 1d4 rounds. It can attempt a new save to end the effect at the end of each of its turns.

Critical Failure As failure, but paralyzed for 1 minute.

Rupturing Venom (poison)

The thick, orange venom injected by a chernobue is semi-alive, and as it seethes in a creature's body, it deals poison damage in addition to bludgeoning damage as it ruptures flesh

Saving Throw DC 32 fortitude

Maximum Duration 6 rounds

Stage 1 2d6 poison damage and 2d6 bludgeoning damage (1 round)

Stage 2 2d6 poison damage, 2d6 bludgeoning damage, and Enfeebled 2 (1 round)


Occult Innate Spells (DC 32, +22 to hit)

Cantrips (6th Level): Daze, Detect Magic
4th Level: Air Walk (Constant), Darkness (At will)
5th Level: Subconscious Suggestion
6th Level: Phantasmal Calamity, Phantom Pain
7th Level: Plane Shift (Self only)


The chernobue infects all creatures it encounters with itself, spreading pain and calamity wherever it flops and writhes. It sheds ruin and sups on anguish, but a chernobue can sometimes be persuaded to pause for a few moments of conversation if its partner in discourse can keep its attention by providing enough atrocious details. Resembling a tumor-like growth of oily blackness, this vile monstrosity has numerous muscular tentacles, a single glaring baleful eye, and a drooling, toothy maw in the middle of its body.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Fiend

Creatures that hail from or have a strong connection to the unholy planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.

Qlippoth

A family of fiends hailing from the Outer Rifts, most qlippoth are unholy. Their appearance affects the minds of non-qlippoth that view them.

Unholy

Effects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.