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MindmoppetCreature 5


UncommonTinyLawfulOoze
Source Pathfinder Adventure Path: Gatewalkers
Perception +12 (mindsense (precise) 120 feet)
Languages Common, One Other Language; Telepathy 100 Feet
Skills Acrobatics +13, Crafting +14, Deception +11, Intimidation +11, Medicine +10, Occultism +14, Society +14, Stealth +13, Thievery +13
Str +2, Dex +4, Con +2, Int +5, Wis +3, Cha +2

AC 21; Fort +9; Reflex +12; Will +15; +1 status to all saves vs. magic
HP 75
Speed 0 feet (fly 40 feet)
Immunities acid, critical hits, piercing, precision, unconscious, visual
Weaknesses Electricity 5
Resistances Slashing 5

Telekinetic Slam One Action +15 (+10, +5) to hit (force, occult) 2d12 Force

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.

Mindsense (Precise) 120 feet

The mindmoppet senses the thoughts of intelligent creatures and builds a perception of reality from this information, allowing the mindmoppet to "see" as a precise sense. Invisible intelligent creatures are visible to it.

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.

+1 Status to All Saves vs. MagicPrognosticate

When the mindmoppet uses a reaction, it can Step before or after taking the reaction.

Shell

The mindmoppet believes its shell is an important part of itself. Breaking the mindmoppet's shell (AC 25, Hardness 1, HP 6, BT 3) causes it to become Fascinated with its shell. This condition ends when its shell is repaired.

Synapse Glow (aura, light)

5 feet. The firing of the mindmoppet's synapses create dim light. The range increases to 10 feet if its shell is destroyed.

Anticipate One Action

The mindmoppet attempts to anticipate its opponent's actions. Until the end of its next turn, the mindmoppet gains one reaction.

Redirect Attack Reaction (mental)

Trigger The mindmoppet is targeted by a melee or ranged Strike


Effect The mindmoppet attempts a Reflex saving throw, using the attack roll as the DC for the check. On a success, it redirects the attack at another target within the attacker's range. On a failure, the attack resolves as normal.

Improved Push Free Action

Trigger The monster's last action was a successful Strike that lists Improved Push in its damage entry


Effect The monster attempts to [/act shove] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty. If Improved Push lists a distance, change the distance the creature is pushed on a success to that distance.


Occult Innate Spells (DC 22, +14 to hit)

Cantrips (3rd Level): Telekinetic Hand, Telekinetic Projectile
1st Level: Command, Mending, Mindlink (Constant)
2nd Level: Telekinetic Maneuver


Mindmoppets are the result of laboratory experimentation that sought to harness telepathic energy within a liquid alchemical concoction. Mindmoppets feed on the latent telepathic energy of creatures. Even those with no apparent gift but with an active mind can sustain a mindmoppet for days. Such feeding is not invasive, and mindmoppets continually "graze" even while inactive.

Mindmoppets are willing servants to anyone who concerns themselves with strenuous mental exercise. Their creator is usually an obvious first choice, and they serve them dutifully. However, they have only an academic understanding of good and evil, of ethics, or mortal limitations. They see service to their master's science as the ultimate standard by which they judge their actions or those of others. This can lead to conflict between them and their creator, especially if the master appears lax in their efforts to further their studies. To a mindmoppet, continuous learning is imperative.

Mindmoppets appear to have some ability to see a short distance into the future, though this might only be that their innate interest for thought and cognition gives them a knack for anticipating the actions of others.

Scavenged Shell

Being amorphous, mindmoppets are resilient, but they still cling to their shells for protection. You can represent a shell of different material by replacing the Hardness, Hit Points, and Broken Threshold of the porcelain shell listed here with those listed in the Materials section of the Pathfinder Core Rulebook.


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.

Ooze

Oozes are creatures with simple anatomies. They tend to have low mental attribute modifiers and immunity to mental effects and precision damage.