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Possessor

The horrible creature, alien in appearance, moves slowly through the air, numerous tentacles flailing beneath it as its body turns left to right, its four white eyes staring without seeing.

Possessor
CR 5

XP 1,600
LE Medium aberration
Init
+7; Senses blindsight 200 ft., detect magic, detect thoughts, hive mind 100 mi.; Perception +10
Aura
unnatural aura (20 ft.)

DEFENSE

AC 16, touch 13, flat-footed — (+3 Dex, +3 natural)
hp
42 (5d8+20)
Fort
+5, Ref +4, Will +6
Defensive Abilities
hive mind; Immune sight-based attacks
Weaknesses
vulnerability to sonic

OFFENSE

Speed 5 ft., fly 30 ft. (average)
Melee
4 tentacles +6 (1d4+1) or bite +6 (1d6+1 plus attach)
Special Attacks
dominance (attach), psionic blast (30-ft. cone, DC 13)
Spell-Like Abilities
(CL 5th)

Constantdetect magic, detect thoughts

STATISTICS

Str 12, Dex 17, Con 18, Int 19, Wis 15, Cha 12
Base Atk
+3; CMB +4 (+8 vs. grapple); CMD 17 (21 vs. grapple, can't be tripped)
Feats
Hover, Improved Initiative, Weapon Finesse
Skills
Escape Artist +11, Fly +11, Intimidate +9, Knowledge (dungeoneering) +12, Perception +10, Spellcraft +12, Stealth +11, Survival +10
Languages
Alko, Infernal, Terran, Undercommon; telepathy 120 ft.

SPECIAL ABILITIES

Attach (Ex)

When not already joined to a host body, a possessor can attempt to swallow the head of a medium or small humanoid. If its bite attack hits, the possessor can attempt to grapple the humanoid as a free action. While attached to an opponent, the possessor can still use its mental assault or tentacles against other foes. The swallowed creature is subject to the creature’s dominance.

Dominance (Ex)

When attached to a possessor, the host creature suffers 1 point of Intelligence and Charisma damage per round. If a creature is reduced to 0 Intelligence or 0 Charisma, the possessor bonds with the creature and assumes control it. The possessor then has access to all the host’s motor functions, class abilities, skills, feats and equipment. If a host creature is able to break free of the possessor’s attachment, it suffers 1 point of Intelligence and Charisma drain. Being a host for a possessor is hard on the physical body. The body is only viable for 1 day per host creature hit dice before the body is “spent” and is discarded as a dead host.

Hive Mind (Ex)

All possessors within a 100-mile range are in constant communication. If one is aware of a particular danger, they all are. If one group is not flat-footed, none of them are. No possessor in a group is considered flanked unless all are flanked.

Psionic Blast (Su)

Possessors may generate a psionic blast in a 30-ft. cone. All creatures within the cone must make a DC 13 Will save or be stunned for 3 rounds. The save is Charisma-based.

Editor's Notes

The lack of flat-footed AC is not a typo.  The possessor's hive mind ability make it nearly impossible to catch the creature flat-footed.  If the situation does arise, it's flat footed AC would be 13.

Although not mentioned in the description, the attach special attack appears to give a +4 bonus to CMB and CMD concerning grappling.






Lore

Characters with ranks in Knowledge (dungeoneering) can learn more about a Possessor. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.

Knowledge (dungeoneering)

DC Result
DC 15 Possessors wear humanoids as a host body that they feed upon. They are not octopus-headed humanoids.
DC 20 Though possessors understand many languages they never speak, instead communicating through telepathy.
DC 25 A possessor that swallows a creature’s head soon gains access to its abilities and skills.
DC 30 Possessors see by echolocation; if those senses can be confused by magical sound or sonic spells, the floating aberration will become far less effective.