Vespergaunt
System: Pathfinder | SRD
Vespergaunt
CR 12
XP 19200
Init +9
;
Senses blindsight 60 ft., true seeing ; Perception +19
Defense
AC 24, touch 16, flat-footed 18 (+5 Dex, +1 dodge, +8 natural)
hp 195 (17d8+119)
Fort +14,
Ref +12,
Will +9
DR 10/aligned
Immune cold, ooze traits
Weaknesses light sensitivity
Offense
Speed 10 ft., fly 60 ft. (perfect)
Melee 2 slams +21 (2d8+8 plus siphon spirit)
Space 5 ft.,
;
Reach 10 ft.
Spell-Like Abilities (CL 17th; concentration +20)
Aura madness (60 ft., DC 21)
CMB +20
CMD 36
Statistics
Str 27,,
Dex 20,,
Con 24,,
Int 15,,
Wis 15,,
Cha 16
Base Atk +12
Feats Combat Reflexes , Dodge , Great Fortitude , Improved Initiative , Iron Will , Lightning Reflexes, Persuasive , Power Attack , Weapon Focus (slam)
Skills Diplomacy +10, Fly +17, Intimidate +17, Knowledge (geography) +7, Knowledge (planes) +12, Perception +19, Sense Motive +12, Stealth +15
Languages telepathy 100 ft.; tongues
SQ no breath
Special Abilities
Aura of Madness (Su) Once per round, any creature within a 60-foot radius of the vespergaunt must succeed at a DC 21 Will save or be confused for 1d4 rounds. Once a creature successfully saves, it cannot be affected by the same vespergaunt’s aura again for 24 hours. As a free action, the vespergaunt can suppress its aura. This is a mind-affecting effect. The save DC is Charisma-based.
Damage Reduction (Su) Weapons that are chaotic-, evil-, good-, or lawful-aligned overcome a vespergaunt’s damage reduction.
Siphon Spirit (Su) Any creature struck by a vespergaunt must succeed at a DC 21 Will save or gain 1 negative level as the vespergaunt rips away a portion of its soul. A divine spellcaster gains an additional negative level with each failed save. A creature killed by this attack disintegrates except for its eyes and strands of brain matter, which become part of the vespergaunt. Only powerful magic such as miracle, true resurrection , or wish can resurrect a creature slain in this manner. The save DC is Charisma-based.
, Inner Sea Bestiary pg. 58