Crowded VeilCreature 14
Source Pathfinder #212: A Voice in the Blight
Perception +28 (darkvision, tremorsense (precise) 120 feet, truesight (precise) 60 feet)
Languages Chthonian, Common, Elven, Fey, Cannot Speak, Spore Telepathy
Skills Athletics +26, Nature +28, Occultism +25
Str +6, Dex +5, Con +5, Int +5, Wis +8, Cha +4
AC 33; Fort +25; Reflex +22; Will +28;
HP 300 (one mind)
Speed 20 feet (fly 30 feet)
Immunities blinded, controlled, disease, paralyzed, unconscious
Weaknesses Fire 15, Holy 15, Slashing 15
Resistances Mental 15
Tentacle
+28 (+24, +20) to hit (agile, unarmed) 3d8+14 BludgeoningSpore Pod
+28 (+23, +18) to hit (brutal, propulsive) 3d6+11 BludgeoningSpore Telepathy (aura, mental)
60 feet. A crowded veil communicates telepathically via spores. It can communicate telepathically with any creatures who are within its aura.
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.
One MindA crowded veil is an individual creature that shares one mind with all other crowded veils. What one crowded veil experiences, all experience. If a crowded veil gains any conditions, all other crowded veils know this; they also know the direction to every other crowded veil and the distances between them. A crowded veil can communicate instantly and telepathically with any other crowded veil on the same planet. To crowded veils located on other planets, messages can take up to an hour or more to transmit. A message to a crowded veil on another plane takes 24 hours to transmit. A crowded veil is immune to mental effects that target only a specific number of creatures. If a mental effect targets all creatures in an area, only the crowded veils in that area are affected, although all other crowded veils sense all damage or conditions endured by those crowded veils.
Crowded Veil Spores (poison)Saving Throw DC 34
Maximum Duration 6 rounds
Stage 1 Stupefied 1 (1 round)
Stage 2 4d8 poison damage and Stupefied 2 (1 round)
Stage 3 4d8 poison damage and Stupefied 3 (1 round)
Stage 4 4d8 poison damage and Unconscious (1 round)
Spore Trail
(manipulate)A crowded veil shudders, releasing toxic spores. Until the end of their turn, when the clouded veil moves, all spaces they leave are filled with spores. These spore trails persist until the start of the clouded veil's next turn, and can be dispersed immediately by wind in the area. The first time in a round when a creature enters this spore trail, that creature is exposed to crowded veil spores.
Primal Innate Spells (DC 31, +23 to hit)
6th Level: Truesight (Constant)
Only one crowded veil exists, but it does so as separate entities in many different bodies. As each "individual" member shares a core extraplanar essence with the others, communication between them moves without regard to planar boundaries or the limitations of distance, allowing for swift transmission of information throughout Tanglebriar and beyond.
The Many are One
A colony of crowded veil hosts appears unlinked to a casual observer. As intelligent, moving fungi, they can stray far from their clonal siblings, yet cannot move beyond regions that support their growth. On Golarion, this limits the crowded veil to Tanglebriar alone.
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.
FiendCreatures 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.
FungusFungal creatures have the fungus trait. They are distinct from normal fungi.
UnholyEffects 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.