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ChyzaeduCreature 10


Rare​Gargantuan​Aberration​Chaotic​Evil​
Source Pathfinder Bestiary 3
Perception +21 (darkvision, tremorsense (imprecise) 60 feet)
Languages Aklo, Chthonian, Common, Draconic, Protean, Sakvroth, Telepathy 100 Feet
Skills Athletics +21, Diplomacy +17, Intimidation +19, Occultism +22, Religion +21, Survival +19
Str +7, Dex +3, Con +4, Int +2, Wis +7, Cha +3

AC 30 27 without alien vestment; Fort +18; Reflex +15; Will +23; +1 status to all saves vs. magic
HP 135
Speed 25 feet (burrow 20 feet, climb 20 feet)
Resistances Acid 10

Jaws One Action +21 (+16, +11) to hit (unarmed) 2d12+9 Piercing
Claws One Action +21 (+17, +13) to hit (agile) 2d8+9 Slashing

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.

+1 Status to All Saves vs. MagicAlien Vestment

The chyzaedu wears an eerie, alien layer of shimmering violet mucus that slithers and crawls over its flesh, but is hard as iron to the touch.

If a chyzaedu takes bludgeoning damage from a critical hit, its alien vestment is shattered—this reduces its AC to 27 and causes it to lose its resistance to mental and physical damage; it can grow a new alien vestment by concentrating for 1 hour.

Ecstatic Hunger (aura, emotion, incapacitation, mental, occult)

30 feet. A chyzaedu gains sustenance by feeding upon the metabolisms of organic victims. A living creature that ends its turn in the aura must attempt a DC 27 will save.


Critical Success The creature is unaffected and is temporarily immune for 24 hours.

Success The creature suffers a painful hunger pang, becoming Off-Guard for 1 round.

Failure If possible, the creature spends its first 2 actions on its next turn eating or drinking (or spending actions to procure food or drink from its possessions or the surroundings, if necessary). The creature won't consume anything dangerous, but will eat things it normally has no appetite for.

Critical Failure As failure, but the creature will eat or drink dangerous consumables, such as poison or rotten food, if other food or drink are not immediately available. The creature must spend its first 2 actions each round consuming for as long as it remains in the chyzaedu's aura plus 1 minute thereafter, but the creature can attempt a new saving throw at the end of its turn each round to end the effect early.


Note: A DC was not provided for this ability by Paizo. The DC present here is a moderate DC for the creature level according to the Gamemastery Guide creature building Tables.

Swallow Whole One Action (attack)

Medium, (3d8+7) bludgeoning, Rupture 26


The monster attempts to swallow a creature of the listed size or smaller that it has grabbed or restrained in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an athletics check opposed by the grabbed creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can't attack creatures it has swallowed.

A swallowed creature is Grabbed, is Slowed 1, and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim Escapes this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature grabbed in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The swallowing creature is Off-Guard against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the swallowed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.

Effect: Engulf and Swallow Whole

If the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage.

Grab One Action

Requirements The monster's last action was a successful Strike that lists 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. This attempt neither applies nor counts toward the creature's multiple attack penalty.

The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.


Divine Prepared Spells (DC 29, +21 to hit)

Cantrips (5th Level): Daze, Divine Lance, Message, Read Aura, Sigil
1st Level: Command (2x), Fear, Harm, Heal, Sanctuary
2nd Level: Enhance Victuals, Ghoulish Cravings, Silence
3rd Level: Blindness, Chilling Darkness
4th Level: Air Walk, Dimension Door
5th Level: Sending


Chyzaedus' home world was consumed millennia ago by the Dominion of the Black via the manipulation of a black hole. Rather than accept destruction or fight back, the chyzaedus instead joined forces with their destroyers, seeing in them a greater purpose than mere world domination. Today, chyzaedus serve in a role akin to a priesthood for the Dominion and take a sinister interest in bringing their beliefs to new worlds, teaching ignorant dwellers the glory of pure entropic destruction. Much like the black holes they venerate, chyzaedus possess an eternal hunger for sustenance and knowledge alike-they can never be sated by either, yet they will never starve as long as there are mortals whose energy they can feed upon.


Traits

Rare

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.

Aberration

Aberrations are creatures from beyond the planes or corruptions of the natural order.