Rhu-ChalikCreature 6
Source Pathfinder Monster Core
Perception +17 (greater darkvision, tremorsense (precise) 60 feet)
Languages Aklo, Telepathy 100 Feet
Skills Athletics +13, Deception +13, Diplomacy +13, Intimidation +13, Stealth +15
Str +3, Dex +3, Con +4, Int +2, Wis +5, Cha +3
AC 23 all-around vision; Fort +14; Reflex +11; Will +17;
HP 95
Speed 5 feet (fly 35 feet)
Tendril
+15 (+11, +7) to hit (agile) 2d4+6 Bludgeoning + 1d6 MentalGreater Darkvision
A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness.
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.
Thoughtsense 60 feetThe rhu-chalik senses a creature's mental essence as a precise sense with the listed range; it cannot sense mindless creatures with thoughtsense.
All-Around VisionThis monster can see in all directions simultaneously and therefore can't be flanked.
No BreathA rhu-chalik doesn't breathe and is immune to effects that require breathing (such as inhaled poisons).
Excruciating Enzyme (occult, poison)A rhu-chalik's tendrils secrete an enzyme that causes intense pain. A living creature hit by a tendril Strike must succeed at a DC 24 fortitude save or become Sickened 1 from the pain.
Label Memories
(mental, occult)The rhu-chalik invades the mind of a target within 100 feet, sorting the memories into alien structures for transmission. The target must attempt a DC 24 will save.
Critical Success The target creature is unaffected and temporarily immune to Label Memories for 1 minute.
Success The target is unaffected.
Failure The target becomes Stupefied 2 for 1 minute as its mind is reorganized to fit the rhu-chalik's needs. If it's already stupefied by this effect, the target instead becomes Confused for 1 minute or until it recovers due to taking damage.
Critical Failure As failure, but if the target is already stupefied by Label Memories, they become Paralyzed for 1 minute instead of confused.
Transmit Memories
(concentrate, mental, occult)Requirements The rhu-chalik is adjacent to a creature Paralyzed due to Label Memories
Effect The rhu-chalik copies the creature's consciousness and mentally sends this copied consciousness through the void of space to their waiting masters. The target creature is deeply disoriented by this procedure, becoming Stupefied 2 for 1 day afterward.
Occult Innate Spells (DC 24, +16 to hit)
2nd Level: Invisibility (At Will, Self Only)
3rd Level: Mind Reading (At Will)
4th Level: Rewrite Memory
5th Level: Mind Probe
Also called void wanderers, rhu-chaliks can survive the depths of space indefinitely, passing between worlds over the eons and scouting those planets for the Dominion of the Black. Rhu-chaliks prefer to work alone in order to reduce potential overlap in their mental predations, but sometimes receive assistance from those who believe the transmission of memories is transcendent. The furtive beings are calculating and infinitely patient, seeking only the most exceptional minds to cast beyond the stars to their masters.
The Dominion of the Black is a conglomeration of deep-space conquerors with a strong presence on Aucturn, the most remote planet in Golarion's solar system. The Dominion has secret outposts all over Golarion; most of its members on the planet are scouts, using their skills to steal brains and identities, gathering information without any consideration for the inhabitants of the worlds they infiltrate.
Traits
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.
AberrationAberrations are creatures from beyond the planes or corruptions of the natural order.