Vidileth

Level 14
Creature· aberrationRareLargeRemaster
AC
34
HP
270
Speed
10 ft.
Perception
+25
Fort
+26
Ref
+22
Will
+24
Immunities controlled, electricity, mental
Resistances cold 20
Languages aklo, alghollthu, common, sakvroth, thalassic
Senses darkvision
Skills occultism +29, deception +28, arcana +27, society +27, intimidation +26, athletics +24, stealth +24
Other Speeds swim 80 ft.
Recall Knowledge DC 37 (occultism)

Attacks

Melee Claw +28 (agile, magical, reach 20 ft., unarmed), Damage 3d10+12 slashing
Melee Fangs +28 (magical, reach 10 ft., versatile-s), Damage 3d8+12 piercing
Melee Tentacle +28 (agile, electricity, magical, reach 20 ft., unarmed), Damage 7d6 electricity

Abilities

Numbing Lightsinteraction

30 feet.

The vidileth exudes dim light. Creatures within the light must attempt a DC 34 will save each round, becoming Stupefied 1 on a failure (or increase their stupefied value from numbing lights by 1, to a maximum of 4).

Constant Spellsinteraction
+2 Status to All Saves vs. Magic
Change Shape

Frequency once per round


Effect A vidileth takes on the appearance of a humanoid of Large, Medium, or Small size or resumes its true form. While in humanoid form, the vidileth's Speed is 30 feet, and it loses its numbing lights aura and swim Speed. If the humanoid form assumed lacks the aquatic trait, the vidileth loses its own aquatic trait as well. In humanoid form, the vidileth can use weapons or make Strikes that work like its tentacle attack but use the reach of its current form. If

Consume Memories

When the vidileth hits with a fangs Strike, the target must succeed at a DC 34 will save or take 3d6 mental damage. The vidileth gains temporary Hit Points equal to the damage dealt and learns some of the creature's memories (subject to the GM's discretion).

Delayed Suggestion

When a vidileth successfully casts Dominate on a creature, a Suggestion spell triggers when the dominate spell ends. This suggestion usually causes the target to return to the vidileth, so the creature can cast dominate again, but a vidileth can set the suggestion to different orders if it wishes.

Shape Flesh

Requirements The vidileth's last action was a success with a claw Strike


Effect The vidileth sloppily modifies the target's flesh. They must succeed at a DC 34 fortitude save or permanently receive the veiled master's choice of Clumsy 2, Enfeebled 2, or a –10 status penalty to Speed.

Tentacle Flurry◆◆

The vidileth makes a tentacle Strike against each creature within its reach. Make only one attack roll, and roll damage once for all targets.

Thoughtlance

A creature touched by the vidileth's tentacles must attempt a DC 34 will save, becoming Slowed 1 on a failure or Slowed 2 on a critical failure. Each time the affected creature ends its turn, its slowed value decreases by 1.

The powerful vidileths are the insidious veiled masters of the alghollthus. These manipulators of mind and body alike lead their species in the open, using their ability to change form to walk among and deceive humans and other sapient species. Many veiled masters are even more powerful than the typical specimen presented here and can use a wide range of arcane or occult spells and rituals. While veiled masters command significant combat prowess and impressive magical skills, the greatest danger they pose to others is their uncanny ability to infiltrate into societies much different than their own. The most paranoid of adventurers and conspiracy scholars worry that every major city has been infested by secret cabals of vidileths, while others dismiss this as hogwash and fearmongering. The truth is likely somewhere in between, but it doesn't take many veiled masters pulling the strings behind the scenes to wreak havoc upon an entire nation!


In bygone millennia, aquatic monsters known as alghollthus used their occult powers to conquer and rule vast parts of the world. Their empires contained countless mortal slaves treated as little more than cattle. Alghollthus shaped their slaves and other creatures using mental manipulation and physically transformative magic. Aberrant horrors from faceless stalkers to mimics can be traced back to this meddling. The rulers of the alghollthu race, the so-called veiled masters, further shaped entire societies by assuming the forms of those they controlled. From the heights of power to the shadows of poverty, the veiled masters manipulated these societies according to their own dark designs, enslaving, killing, or horrifically transforming those who discovered their plans or acted against them.

In time, the alghollthus grew frustrated with their increasingly upstart slave societies and sought to wipe the slate clean-both starting anew and punishing those who had become too willful and rebellious. They used incredible magical power to call forth a cataclysm, hoping to destroy the rebellious societies they'd manipulated. Yet they miscalculated the strength of faith and will to survive of their pawns and slaves, and in time the world and its empires recovered and grew strong once again-this time without alghollthu influence.

Today, the alghollthus have retreated from their mass-scale manipulation of the surface world, and they have mostly remained within the deep aquatic realms where they still rule without question. Yet they have not abandoned their plots entirely, and the reemergence of servitor races like ugothols points to a frightening possibility-that the alghollthus have turned their hateful eyes to the surface once again.