🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

DibrasgorthCreature 13


UncommonGargantuanAberrationAmphibious
Source Pathfinder Monster Core 2
Perception +22 (darkvision, planar sight 120 feet)
Languages Chthonian, Common, Diabolic, Draconic, Empyrean
Skills Acrobatics +18, Arcana +20, Athletics +25, Nature +17, Occultism +20, Religion +17, Stealth +20, Survival +19
Str +8, Dex +1, Con +4, Int +5, Wis +2, Cha +0

AC 33 all-around vision; Fort +26; Reflex +20; Will +23;
HP 250
Speed 20 feet (swim 40 feet)
Immunities death effects, polymorph, petrified
Resistances Acid 15, Cold 15, Mental 15

Jaws One Action +27 (+22, +17) to hit (magical, reach 20) 3d10+16 Piercing
Tentacle One Action +27 (+23, +19) to hit (agile, magical, reach 20) 3d8+16 Bludgeoning

Planar Sight (occult)

The eyes at the end of their tentacles allow a dibrasgorth to see into planes coterminous with the one it is currently on at the listed range. For instance, if they're in the Universe, they can see into the Ethereal Plane and the Netherworld.

All-Around Vision

This monster can see in all directions simultaneously and therefore can't be flanked.

Warped Space (aura, occult)

100 feet. The dibrasgorth's presence distorts the fabric of space. Any other creature who uses a teleportation effect or spell within the aura must attempt a DC 33 fortitude save or become Sickened 2.

Breath of Phantasms Two Actions (inhaled, mental, poison)

The dibrasgorth exhales a 60-foot cone of noxious gas. Each creature in the area takes 7d6 poison damage (DC 30 fortitude save). On a failure, the creature is also Confused for 1 round (or 2 rounds on a critical failure).

Drag Through Dimensions One Action (occult, teleportation)

Frequency once per round

Requirements The dibrasgorth has a creature Grabbed or Restrained with a tentacle


Effect The dibrasgorth's tentacle whips through coterminous planes as it smashes the creature it is holding against the ground and other natural features in each plane before returning to this plane. The creature takes 5d8 bludgeoning damage (DC 30 reflex save). A creature who fails the save is also Stupefied 1 for 1 round and Sickened 1 by the rapid planar travel.

Draining Bite (occult)

A dibrasgorth feeds on the spirits of its victims. A creature that is damaged by the dibrasgorth's jaws Strike must attempt a DC 30 fortitude save or become Drained 1 (Drained 2 on a critical failure). In addition, the dibrasgorth gains 10 temporary Hit Points that last for 1 minute if the creature fails or critically fails the save.

Effect: Draining Bite

Transdimensional Tentacles (occult)

The dibrasgorth can worm its tentacles through nearby planes to attack. While in the Universe, its tentacle Strikes ignore all cover from objects unless those objects exist on both the Universe and either the Netherworld or the Ethereal Plane, or the objects have the extradimensional trait.

Improved Grab Free Action

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.


Occult Innate Spells (DC 33, +0 to hit)

Cantrips (7th Level): Daze
2nd Level: See the Unseen (Constant)
4th Level: Nightmare, Suggestion
5th Level: Banishment, Synaptic Pulse
6th Level: Dominate, Repulsion
7th Level: Interplanar Teleport


Dibrasgorths, sometimes called Mothers of Oblivion, are monstrous creatures of chaos who dwell in lightless spaces, often near the bottom of deep lakes and oceans both above and underground. They may look like hideous monsters with heads like a plesiosaur atop masses of tentacles, each tipped with a baleful red eye, but dibrasgorths have a twisted sense of cunning, likely due to their ability to see into and affect planes other than the one where they stand. Though they are quite powerful (with some the favored servants of Lamashtu), dibrasgorths prefer to keep their existence a secret from the mortals of the world above.


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.

Aberration

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

Amphibious

An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual –2 penalty for being underwater.