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    Aeon, Aletheia

    Four stone-like arms with varying numbers of fingers emerge from a body that resembles a spherical, gray cloud.

    AletheiaCR 4

    XP 1,200
    N Medium outsider (aeon, extraplanar)
    Init +4; Senses darkvision 60 ft.; Perception +9

    AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
    hp 42 (5d10+15)
    Fort +9, Ref +4, Will +9
    Immune cold, critical hits, poison; Resist electricity 10, fire 10; SR 15

    Speed fly 40 ft. (good)
    Melee 2 slams +8 (1d4+3)
    Spell-Like Abilities (CL 3rd; concentration +6)

    At will—see invisibility, ventriloquism (DC 14)
    3/day—discern lies (DC 17), major image (DC 16), misdirection
    1/day—glibness, invisibility, mirror image

    Str 16, Dex 16, Con 17, Int 15, Wis 17, Cha 16
    Base Atk +5; CMB +8; CMD 21 (can't be tripped)
    Feats Great Fortitude, Iron Will, Skill Focus (Bluff)
    Skills Bluff +14, Fly +15, Knowledge (arcana, history, planes) +12, Perception +11, Sense Motive +11, Stealth +11
    Languages envisaging
    SQ extension of all, void form

    Environment any (Outer Planes)
    Organization solitary, pair, or commune (3–12)
    Treasure none

    True Lies (Su) As a standard action every 1d4 rounds, an aletheia can use its envisaging to blur the line between between reality and mere vision. This functions as a lesser confusion spell targeting a creature within 30 feet (Will DC 15 negates), except the effect allows no spell resistance and creatures with no language are immune. The save DC is Charisma-based.


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