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PFS StandardVeiled Master (Vidileth)

The powerful vidileths are the insidious, veiled masters of the alghollthus. These manipulators of mind and body alike lead sweeping alghollthu plots, using their ability to change form to walk among and deceive humans and other sapient species.

Recall Knowledge - Aberration (Occultism): DC 37
Unspecific Lore: DC 35
Specific Lore: DC 32

Elite | Normal | Weak
Proficiency without Level

VidilethCreature 14

Rare Large Aberration Aquatic 
Source Monster Core pg. 12
Perception +25; darkvision
Languages Aklo, Alghollthu, Common, Sakvroth, Thalassic; truespeech
Skills Arcana +27, Athletics +24, Deception +28, Intimidation +26, Lore +29 (any one subcategory), Occultism +29, Society +27, Stealth +24
Str +6, Dex +6, Con +8, Int +7, Wis +5, Cha +6
Numbing Lights (aura, light, visual) 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).
AC 34; Fort +26, Ref +22, Will +24; +2 status to all saves vs. magic
HP 270; Immunities controlled, electricity, mental; Resistances cold 20
Speed 10 feet, swim 80 feet
Melee [one-action] fangs +28 [+23/+18] (magical, reach 10 feet, versatile S), Damage 3d8+12 piercing plus consume memoriesMelee [one-action] claw +28 [+24/+20] (agile, magical, reach 20 feet), Damage 3d10+12 slashing plus shape fleshMelee [one-action] tentacle +28 [+24/+20] (agile, electricity, magical, reach 20 feet), Damage 7d6 electricity plus thoughtlanceOccult Innate Spells DC 37; 9th project image (at will); 8th illusory scene (at will), suggestion (×3); 7th illusory disguise (at will); 6th dominate (×3); 5th illusory object (at will), mirage (at will), sending (at will), translocate (×3); 3rd hypnotize (at will), levitate (at will), mind reading (at will), water breathing (at will); Constant (5th) truespeech
Rituals DC 37; 3rd geas (5th)
Change Shape [free-action] (concentrate, occult, polymorph) 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 the form has fangs or claws, the vidileth can also make such Strikes.Consume Memories (mental, occult) 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 (occult) 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 [one-action] (curse, occult, manipulate) 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 [two-actions] 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 (curse, occult) 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.

All Monsters in "Alghollthu"

NameLevel
Faceless Stalker (Ugothol)4
Veiled Master (Vidileth)14

Alghollthu

Source Monster Core pg. 12
In bygone millennia, aquatic monsters known as alghollthus used their occult powers to conquer and rule vast swaths of the world. Alghollthus shaped their servitors and other creatures using mental manipulation and physically transformative magic. The rulers of the alghollthus, the so-called “veiled masters,” further shaped entire societies by assuming the forms of those they controlled.

In time, the alghollthus grew frustrated with upstart surface societies and meddling gods. They used incredible magical power to call forth a cataclysm, hoping to destroy the rebellious societies they'd manipulated. Yet they miscalculated the will to survive of those they treated as their pawns, and in time the world recovered, this time free of alghollthu influence.

Today, the alghollthus 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 servitors like faceless stalkers suggests that the alghollthus have turned their hateful eyes to the surface once again.

Sidebar - Additional Lore Ancient Influences

The veiled masters influenced the ancient Azlanti, and it was they who invoked the apocalypse of Earthfall to destroy Azlant when humanity grew too prideful. That this act also called down the magical Starstone, an artifact capable of transforming mortals into gods, was an ironic turn of events considering the alghollthus' intolerance for faith.

Sidebar - Related Creatures Other Alghollthus

While the veiled masters are the rulers of alghollthu society, they are not the most powerful of their kind. Greater, more mysterious creatures that function as organic thought networks, immense aquatic engines of war, or specialized extractors of forgotten secrets dwell among their sunken cities. Meanwhile, the world above remains infested with creatures that were originally created by the alghollthus but have long since drifted away from their aquatic progenitors to become their own sinister monstrosities.