Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ability
+2 status to all saves vs. magic
Ability
Change Shape
(concentrate, occult, polymorph, transmutation) Once per round, a veiled master can take on the appearance of a humanoid of Large, Medium, or Small size or resume its true form. While in humanoid form, the veiled master's Speed is 30 feet, and it loses its mucus cloud aura and swim Speed. If the humanoid form assumed lacks the aquatic trait, the veiled master loses its own aquatic trait as well. In humanoid form, the veiled master can use weapons, or it can make Strikes that work like its tentacle attack but use the reach of its current form. If the assumed form has fangs or claws, the veiled master can also make such Strikes, but these attacks lack the veiled master's slime.
Ability
Consume Memories
(mental, occult) When a veiled master makes a fangs Strike against a creature, it can consume some of that creature's memories. The target must succeed at a DC 37 Fortitude saving throw or become stupefied 1. A veiled master regains 5 Hit Points each time it successfully consumes memories. When a veiled master consumes memories, it learns some of the creature's memories (subject to the GM's discretion).
Ability
Delayed Suggestion
(enchantment, occult) When a veiled master successfully casts dominate on a creature, a suggestion spell triggers when the dominate spell ends. This suggestion usually causes the target to return to the veiled master, so the creature can cast dominate again, but a veiled master can set the suggestion to different orders if it wishes.
Ability
Mucus Cloud
(aura, disease) 30 feet. While underwater, a veiled master exudes a cloud of transparent slime. An air-breathing creature within 30 feet of a veiled master must succeed at a DC 36 Fortitude save each round or lose the ability to breathe air but gain the ability to breathe water for 24 hours.
Ability
Occult Innate Spells
DC 37; 9th project image (at will); 8th illusory scene (at will), suggestion (x3); 7th veil (at will); 6th dominate (x3); 5th dimension door (x3), hallucinatory terrain (at will), illusory object (at will); 3rd hypnotic pattern (at will), levitate (at will), mind reading (at will), secret page (at will); Constant (5th) tongues
Ability
Occult Rituals
DC 37; 5th geas
Ability
Slime
(curse, occult, virulent) Saving Throw Fortitude DC 36; Stage 1 no ill effect (1 round); Stage 2 the victim's skin softens, inflicting drained 1 (1 round); Stage 3 the victim's skin transforms into a clear, slimy membrane, inflicting drained 2 until the curse ends; every hour this membrane remains dry, the creature's drained condition increases by 1 (permanent). A remove disease spell can counteract this curse, but immunity to disease offers no protection against it.
Ability
Tentacle Flurry
The veiled master thrashes about with its tentacles. Make a tentacle Strike against each creature within its reach. Roll only one attack roll, and roll the damage only once for all targets.
Ability
Thoughtlance
(curse, enchantment, occult) A creature touched by the veiled master's tentacles, whether those tentacles deal damage or not, must attempt a DC 34 Will save, becoming slowed 1 on a failure or slowed 2 on a critical failure. Each time the affected creature ends its turn, its slowed value decreases by 1.
Offense
Melee
Circumstance: combat round (melee)
claw +30 [+26/+22] (agile, magical, reach 20 feet), Damage 3d10+12 slashing plus slime
Trait
Aberration
Aberrations are creatures from beyond the planes or corruptions of the natural order.
Trait
Aquatic
Aquatic creatures are at home underwater. Their bludgeoning and slashing unarmed Strikes don't take the usual -2 penalty for being underwater. Aquatic creatures can breathe water but not air.
Immunity
controlled
electricity
mental
Language
Aklo
Alghollthu
Aquan
Common
tongues
Undercommon
Perception
darkvision
Resistance
cold 20