Extras‎ > ‎Custom Creations‎ > ‎Epic Meepo Presents‎ > ‎Monsters‎ > ‎Aeons‎ > ‎

Aeon, Aletheia

Four stone-like arms with varying numbers of fingers emerge from a body that resembles a spherical, gray cloud.

AletheiaCR 4

XP 1,200
N Medium outsider (aeon, extraplanar)
Init +4; Senses darkvision 60 ft.; Perception +9

AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
hp 42 (5d10+15)
Fort +9, Ref +4, Will +9
Immune cold, critical hits, poison; Resist electricity 10, fire 10; SR 15

Speed fly 40 ft. (good)
Melee 2 slams +8 (1d4+3)
Spell-Like Abilities (CL 3rd; concentration +6)

At will—see invisibility, ventriloquism (DC 14)
3/day—discern lies (DC 17), major image (DC 16), misdirection
1/day—glibness, invisibility, mirror image

Str 16, Dex 16, Con 17, Int 15, Wis 17, Cha 16
Base Atk +5; CMB +8; CMD 21 (can't be tripped)
Feats Great Fortitude, Iron Will, Skill Focus (Bluff)
Skills Bluff +14, Fly +15, Knowledge (arcana, history, planes) +12, Perception +11, Sense Motive +11, Stealth +11
Languages envisaging
SQ extension of all, void form

Environment any (Outer Planes)
Organization solitary, pair, or commune (3–12)
Treasure none

True Lies (Su) As a standard action every 1d4 rounds, an aletheia can use its envisaging to blur the line between between reality and mere vision. This functions as a lesser confusion spell targeting a creature within 30 feet (Will DC 15 negates), except the effect allows no spell resistance and creatures with no language are immune. The save DC is Charisma-based.