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Kaleb Valdemar's BodyCreature 12


UniqueMediumAberrationChaoticEvilHumanHumanoid
Source Pathfinder #200: Seven Dooms for Sandpoint
Perception +9 (lifesense (precise) 60 feet)
Languages Aklo, Common, Elven, Sakvroth, Varisian, Telepathy 100 Feet
Skills Crafting +21, Deception +22, Diplomacy +20, Occultism +21, Society +21
Str +4, Dex +1, Con +2, Int +7, Wis +5, Cha +6

AC 20; Fort +15; Reflex +12; Will +23;
HP 112
Speed 25 feet

Dagger One Action +11 (+7, +3) to hit (agile, finesse, magical, versatile s) 2d4+5 Piercing

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.

Lifesense 60 feet

Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the vitality energy animating living creatures and the void energy animating undead creatures, much as sight distinguishes colors.


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

Cantrips (6th Level): Daze, Message, Shield, Telekinetic Hand, Telekinetic Projectile
1st Level: Charm, Disguise Magic, Fear, Phantasmal Minion
2nd Level: Dispel Magic, Humanoid Form, Laughing Fit
3rd Level: Haste, Locate, Slow
4th Level: Phantasmal Killer, Suggestion, Translocate
5th Level: Sending, Wall of Stone
6th Level: Cursed Metamorphosis, Petrify

Occult Innate Spells (DC 29, +21 to hit)

Cantrips (6th Level): Daze, Detect Magic, Read Aura
1st Level: Soothe
2nd Level: Invisibility (At Will, Self Only), Paranoia (At Will), Peaceful Rest
4th Level: Confusion, Dispelling Globe


Intellect devourers serve as advance scouts and infiltrators for the powerful force of alien beings called the Dominion of the Black. These monsters roam the Darklands, from which they mount secret invasions of the world above. When an intellect devourer infiltrates a society, its first priority is to acquire a body. It might first seek out a graveyard for a fresh corpse, as this is easier than fighting and killing someone. When the aberration compresses itself into the host's brain cavity, its real body goes dull to sensation as it connects to the nervous system of its host. If found out, an intellect devourer might quickly inhabit a new body to make its escape, preferably something inconspicuous such as a domestic animal.


Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

Aberration

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

Human

A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.