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Baatamidar

Baatamidars are drawn to destroy planar communities on the fringes where the Outer Planes touch the chaos of the Maelstrom. They resemble floating blobs of undulating, prismatic ooze with four quivering tentacles and dribbles of oily slime that always drip upwards.

Recall Knowledge - Monitor (Religion): DC 47
Unspecific Lore: DC 45
Specific Lore: DC 42

Elite | Normal | Weak
Proficiency without Level

Changes from being Elite are marked in red below.
NOTE: The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.

Elite BaatamidarCreature 22

Legacy Content

Rare CN Medium Monitor 
Source Pathfinder #162: Ruins of the Radiant Siege pg. 76
Perception +41; darkvision, true seeing
Languages Abyssal, Celestial, Infernal, Protean; telepathy 100 feet
Skills Acrobatics +40, Arcana +39, Athletics +37, Diplomacy +37, Intimidation +39, Occultism +39, Religion +39, Stealth +40
Str +6, Dex +9, Con +5, Int +6, Wis +10, Cha +6
AC 44; Fort +34, Ref +38, Will +41
HP 380, regeneration 30 (deactivated by lawful); Immunities acid, paralyzed; Resistances precision 20; Weaknesses lawful 20
Unrelativity Field (arcane, aura, enchantment, incapacitation, mental) 1 mile. Creatures who start their turn in the aura must succeed at a DC 50 Will save or become unable to understand any communication (including telepathy), distinguish social rank or authority, or differentiate the relative value of objects or services. This persists for as long as the creature is in the aura. Creatures who succeed at the save are temporarily immune for 1 hour (24 hours on a critical success). Proteans are immune to the unrelativity field. The baatamidar can suppress this aura or activate it again as a free action.
Speed fly 70 feet, swim 50 feet
Melee [one-action] tentacle +38 [+33/+28] (chaotic, finesse, magical, reach 15 feet), Damage 4d8+2+14 bludgeoning plus 2d6 chaotic plus Improved GrabArcane Innate Spells DC 46 (+4 dmg); 10th cataclysm; 9th prismatic sphere; 8th dispel magic (at will), mind blank (at will); Constant (10th) detect alignment (lawful only), true seeing
Mind-Numbing Grasp (arcane, enchantment, incapacitation, mental) The baatamidar's tentacles leech away thought. A creature that starts its turn grabbed by the baatamidar must attempt a DC 43 Will save.
Critical Success Unaffected.
Success Stupefied 1 for 1 round.
Failure Stupefied 3 for 1 minute.
Critical Failure Stupefied 3 for an unlimited duration.
Writhing Arms [two-actions] The baatamidar makes up to four tentacle Strikes, each against a different target. Each attack counts separately for the baatamidar's multiple attack penalty, but the penalty doesn't increase until the baatamidar has made all the attacks. If the baatamidar subsequently uses the Improved Grab action, it can Grab any number of creatures it hit with Writhing Arms.

Sidebar - Additional Lore Making Allies of Enemies

Baatamidar represent a tangible and imminent crisis to planar communities. When a baatamidar drifts into a region, locating and defeating it becomes a top priority for leaders of any alignment. Thus, celestial and infernal commanders alike make defeating baatamidars a priority, sometimes even joining together to exterminate the common threat.