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Egregore

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Within a swirl of light, a clump of brains wrapped in arcs of light pulses and throbs. The impression of an open eye floats before it.

Egregore CR 10

XP 9,600
N Large aberration
Init +7; Senses darkvision 60 ft., lifesense; Perception +21
Aura mental static (30 ft., DC 22)

DEFENSE

AC 27, touch 13, flat-footed 23 (+4 armor, +3 Dex, +1 dodge, +6 natural, +4 shield, –1 size)
hp 123 (13d8+65), fast healing 5
Fort +10, Ref +9, Will +15
Defensive Abilities amorphous; DR 5/—; SR 21

OFFENSE

Speed 30 ft., fly 40 ft. (perfect)
Melee 4 light tentacles +14 (1d8+6)
Space 10 ft.; Reach 10 ft.
Special Attacks hypnotic oscillation, light tentacles
Psychic Magic (CL 13th; concentration +19)

24 PEheal (6 PE), mass bear's endurance (6 PE), mass bull's strength (6 PE)
Spell-Like Abilities (CL 13th; concentration +19)

Constantmage armor, mental barrier I
At willcure moderate wounds

STATISTICS

Str 22, Dex 17, Con 18, Int 19, Wis 20, Cha 23
Base Atk +9; CMB +16; CMD 30
Feats Combat Reflexes, Dodge, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Toughness
Skills Bluff +19, Escape Artist +19, Fly +25, Intimidate +22, Knowledge (arcana) +20, Perception +21, Sense Motive +18, Spellcraft +20
Languages Abyssal, Celestial, Common, Infernal; telepathy 100 ft.
SQ cult mind, psychic conduit

SPECIAL ABILITIES

Cult Mind (Su)

An egregore is created by the combined will of a number of cult members equal to its Hit Dice (minimum 13), and can have a maximum number of members in its cult mind equal to its Hit Dice. Each member must be an intelligent, living creature. These cultists pour their collective psychic consciousness into the collaborative creation of the egregore, granting each member a number of advantages. Creating an egregore involves a ritual lasting 1 day and costing 1,000 gp per Hit Die of the egregore. New creatures can be added to the cult mind only if previous members die or depart (see below).

Adding a new member to the cult mind requires a ritual lasting 1 day and costing 1,000 gp. All the other members who are still a part of the cult mind must be present during this ritual or it fails.

As long as a member of the cult mind is within 1 mile of the egregore, the egregore can use any of its spell-like abilities on that member, regardless of the spell's range. If a member of the cult mind is targeted by a mind-affecting spell, the egregore can attempt a Will save as well, and the cult member uses the better of the two results. If the cult member still fails, another member of the cult mind can choose to be affected instead.

In addition, the members of the cult mind share a limited form of telepathy: they are able to send and receive simple messages and emotions, much like the empathic link between a wizard and his familiar.

If a member of the cult mind is slain or travels more than 1 mile from the egregore, its link to the cult mind is severed, and every other member must succeed at a DC 20 Will save or be sickened for 1 round. If the number of members in the cult mind drops below half of the number of Hit Dice possessed by the egregore, the egregore must succeed at a DC 20 Will save or suffer from confusion. The egregore can attempt a new save at the start of each round to regain its senses. As long as the remaining number of members is less than half the egregore's Hit Dice, the egregore must attempt a new save each time a member of its cult mind is slain or leaves the cult mind. If the last member of the cult is slain or leaves the cult mind, the egregore dissipates harmlessly in 1d4 rounds.

Hypnotic Oscillation (Sp)

As a standard action, an egregore can weave a hypnotic pattern using its bands of light in a 10-foot radius around itself. Members of its cult mind are immune and don't count towards the spell's Hit Die limit, but otherwise this ability functions as the spell.

Light Tentacles (Su)

An egregore produces bands of light powered by its concentrated mental energy. It can cause these bands to become solid and lash out as tentacles.

These tentacles follow all the normal rules for tentacles, except that they function as though they had the brilliant energy weapon special ability.

Psychic Conduit (Ex)

Any member of a cult mind can channel any psychic spells it casts through the egregore, as long as the cultist is within 30 feet of the egregore. If a cultist casts spells in this way, treat the egregore as if it were the spellcaster for purposes of the spell's range, point of origin, and other functions that depend on the caster's location.

The creature casting the spell still provokes any attacks of opportunity or other negative consequences of casting a spell. The egregore takes 1d6 points of slashing damage per level of spell cast through it in this way as the energy cuts its way out of the creature, though its damage reduction applies. (A 0-level spell channeled through the egregore deals no damage to it.)