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GongorinanCreature 11


UncommonMediumFiendQlippothUnholy
Source Pathfinder Monster Core
Perception +20 (darkvision)
Languages Chthonian, Telepathy 100 Feet
Skills Acrobatics +23, Athletics +23, Intimidation +21, Stealth +21
Str +6, Dex +6, Con +7, Int +1, Wis +3, Cha +4

AC 31; Fort +24; Reflex +21; Will +20;
HP 205
Speed 40 feet (climb 40 feet, fly 40 feet)
Immunities controlled, fear effects
Resistances Mental 10, Physical 10

Club One Action +24 (+19, +14) to hit 2d6+9 Bludgeoning
Pincer One Action +23 (+18, +13) to hit (magical, unholy) 2d6 Mental + 2d10+9 Slashing
Tentacle One Action +23 (+19, +15) to hit (agile, magical, reach 10, unarmed, unholy) 2d6+9 Bludgeoning + 2d6 Mental
Stinger One Action +23 (+18, +13) to hit (magical, unholy) 2d6+9 Piercing

Telepathy 100 feet (aura, magical, mental)

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.

Disquieting Display Two Actions (concentrate, mental, occult, visual)

The gongorinan opens its maw to reveal the forms Hidden there, making observers question their own bodies. Creatures in a 30-foot emanation must attempt a DC 30 will save, after which they are temporarily immune to further Disquieting Displays for 1 minute.


Critical Success The creature is unaffected.

Success The creature is Clumsy 1 for 1 round.

Failure The creature is Clumsy 2 and Slowed 1 for 1 round.

Critical Failure As failure, but for 1 minute.

Gongorinan Venom (poison, polymorph)

Saving Throw DC 30 fortitude


Stage 1 Stupefied 1 and cosmetic signs appear of turning into an animal, fungus, or plant (1 round)

Stage 2 Stupefied 2 and Clumsy 2 (1 round)

Stage 3 Stupefied 4 and Clumsy 4 (1 round)

Stage 4 Paralyzed as changes completely overtake the body (1 round)

Stage 5 the victim permanently transforms into an animal, fungus, or plant in mind and body as a permanent curse, and the affliction ends

Painful Limbs Two Actions

The gongorinan makes up to four Strikes against different targets, each using a different limb. All four Strikes count toward its multiple attack penalty, but the penalty doesn't increase until after the gongorinan has made all the attacks.

Reject Tools (mental, occult)

A creature hit by the gongorinan's club must succeed at a DC 30 will save or Release any manufactured items it's holding.

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.


Occult Innate Spells (DC 30, +22 to hit)

3rd Level: One with Stone (At Will)
4th Level: Unfettered Movement (Constant)
6th Level: Cursed Metamorphosis, Petrify


While most qlippoths focus on wiping mortals from existence, gongorinans follow the divergent plan of trapping mortals in forms incapable of understanding their actions and performing any sin meriting condemnation to the Outer Rifts. What may seem as a mercy to some is a matter of dire necessity to the gongorinans, who see killing sinful mortals as tantamount to helping their foes.


Long before the creatures known as demons came to be the dominant force in the Outer Rifts, qlippoth ruled the innumerable cracks of the Outer Sphere. These inimical creatures are a form of primordial and alien evil that predates mortal life, and most immortal life as well. Since the rise of mortal sin and the associated expansion of demonic life through the Outer Rifts, qlippoth have been driven to their deepest reaches, and they seethe with rancor at the loss of their realms. Yet, rather than directly oppose demons, qlippoth instead turn to the source—mortal sin—and wage an endless war to eradicate all creatures capable of sinful acts so that the demonic tide might be turned back. To ensure they do not bolster their foe's ranks, they enact horrific transformations on their targets, converting their victims into beings incapable of discerning right from wrong; this renders them unable to be judged by Pharasma's courts and thus incapable of becoming fiends. Most mortals consider the ministrations of a qlippoth to be far worse than any fate awaiting them in the afterlife.


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.