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Aeon, Pleroma

Within the shadows of this vaguely humanoid figure stir swirling colors and spheres, as if it encompassed all the night sky.

Pleroma CR 20

XP 307,200
N Large outsider (aeon, extraplanar)
Init +12; Senses blindsight 120 ft., darkvision 120 ft., true seeing; Perception +41

DEFENSE

AC 36, touch 24, flat-footed 27 (+6 deflection, +8 Dex, +1 dodge, +12 natural, –1 size)
hp 324 (24d10+192); fast healing 10
Fort +24, Ref +18, Will +26
Immune cold, critical hits, poison; Resist electricity 10, fire 10; SR 31

OFFENSE

Speed fly 60 ft. (perfect)
Melee touch +30 (20d8 energy)
Space 10 ft.; Reach 10 ft.
Special Attacks sphere of creation (3/day), sphere of oblivion (3/day)
Spell-Like Abilities (CL 20th; concentration +27)

At willcreate food and water, mending, rusting grasp (DC 21), stone shape, wood shape (DC 19)
7/dayfabricate, plant growth, sculpt sound, shout (DC 21)
5/daybreak enchantment, daylight, deeper darkness, freedom of movement, major creation
3/daydisintegrate (DC 23), horrid wilting (DC 25)
1/daymage’s disjunction (DC 26), wish (DC 26)

Cleric Spells Prepared (CL 20th; concentration +30)

9thastral projection, gate, implosion (3, DC 29)
8thcloak of chaos (DC 28), holy aura (DC 28), shield of law (DC 28), summon monster VIII , unholy aura (DC 28)
7thblasphemy (DC 27), destruction (DC 27), dictum (DC 27), holy word (DC 27), word of chaos (DC 27)
6thbanishment (DC 26), forbiddance (DC 26), geas, legend lore, repulsion (DC 26), veil (DC 26)
5thcontact other plane, dispel chaos (DC 25), dispel evil (DC 25), dispel good (DC 25), dispel law (DC 25), teleport
4thchaos hammer (DC 24), holy smite (DC 24), order’s wrath (DC 24), restoration, scrying (DC 24), unholy blight (DC 24)
3rdclairaudience/clairvoyance, magic circle against chaos, magic circle against evil, magic circle against good, magic circle against law, suggestion (DC 23)
2ndalign weapon, detect thoughts (DC 22), enthrall (DC 22), make whole, see invisibility, undetectable alignment, zone of truth (DC 22)
1stdetect chaos, detect evil, detect good, detect law, identify, magic aura, true strike
0 (at will)create water, detect magic, guidance, read magic

STATISTICS

Str 24, Dex 27, Con 26, Int 26, Wis 31, Cha 25
Base Atk +24; CMB +32; CMD 57 (can’t be tripped)
Feats Alertness, Combat Casting, Combat Reflexes, Dodge, Great Fortitude, Improved Initiative, Improved Iron Will, Iron Will, Lightning Reflexes, Lightning Stance, Mobility, Wind Stance
Skills Appraise +30, Bluff +32, Fly +16, Heal +30, Intimidate +27, Knowledge (arcana) +47, Knowledge (dungeoneering) +44, Knowledge (engineering) +44, Knowledge (nature) +47, Knowledge (planes) +47, Knowledge (religion) +47, Perception +41, Sense Motive +39, Spellcraft +30, Stealth +27, Use Magic Device +27
Languages envisaging
SQ extension of all, void form

SPECIAL ABILITIES

Energy Touch (Su)

A pleroma’s touch deals 20d8 points of damage from positive or negative energy, depending upon which type of energy would harm the creature touched. A pleroma’s touch never heals damage.

Spells

A pleroma casts spells as a 20th-level cleric, but does not have access to domains. A pleroma can cast certain sorcerer/wizard spells as divine spells.

Sphere of Creation (Su)

Three times per day, the pleroma can manifest a 2-foot-diameter sphere of white energy that hovers above its left hand. By concentrating, the pleroma can control this sphere, causing it to fly slowly at a speed of 10 feet per round. The sphere can travel in any direction, but must remain within 300 feet of the pleroma or it immediately dissipates. Wherever the sphere travels, it leaves behind a 5-foot-wide path of new matter, creating either new terrain (such as swamp, tundra, desert, or forest) or a 10-foot-square wall composed of a single natural substance (such as clay, wood, or stone). Any existing matter, either living or nonliving that comes in contact with the sphere must make a DC 30 Fortitude save or be absorbed and incorporated into the new substance (only freedom, miracle, or wish can rescue creatures so trapped). Creatures that save are pushed to the nearest unoccupied location adjacent to the newly created substance. The sphere is highly unstable and only lasts 1d4 minutes before exploding with a blinding flash. All creatures within 30 feet of the flash must make a DC 30 Fortitude save or be permanently blinded. The save DCs are Constitution-based.

Sphere of Oblivion (Su)

Three times per day, the pleroma can manifest a 2-foot-diameter sphere of complete and utter darkness that hovers above its right hand. The sphere is an empty void similar to a sphere of annihilation. Any matter (living or nonliving) that touches the sphere must succeed on a DC 30 Fortitude save or be sucked into the sphere and destroyed. Larger objects (such as ships or buildings) are destroyed at a rate of one 10-foot cube per round of contact with the sphere. By concentrating, the pleroma can control this sphere, causing it to fly slowly at a speed of 10 feet per round. The sphere can travel in any direction, but must remain within 300 feet of the pleroma or it immediately dissipates. The sphere is highly unstable and only lasts 1d4 minutes before harmlessly imploding upon itself. Alternatively, the pleroma may hurl the sphere as a ranged touch attack (with a 10-foot range increment) against a single creature. When thrown in this manner, the sphere implodes immediately after the attack is resolved. The save DCs are Constitution-based.

Editor's Note

The cleric spell DCs seem to be incorrect. Spell DCs should be 10+10wis+spell level. This comes out to 3 points higher than listed. GMs are encouraged to add 3 to all the DCs listed for Cleric Spells on the left.