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Crowded Veil

Only one crowded veil exists, but it does so as separate entities in many different bodies. As each “individual” member shares a core extraplanar essence with the others, communication between them moves without regard to planar boundaries or the limitations of distance, allowing for swift transmission of information throughout Tanglebriar and beyond.

Recall Knowledge - Fiend (Religion): DC 37
Recall Knowledge - Fungus (Nature): DC 37
Unspecific Lore: DC 35
Specific Lore: DC 32

Elite | Normal | Weak
Proficiency without Level

Crowded VeilCreature 14

Rare Medium Fiend Fungus Unholy 
Source Pathfinder #212: A Voice in the Blight pg. 80
Perception +28; darkvision, tremorsense (precise) 120 feet
Languages Chthonian, Common, Elven, Fey; (cannot speak); spore telepathy
Skills Athletics +26, Nature +28, Occultism +25
Str +6, Dex +5, Con +5, Int +5, Wis +8, Cha +4
Spore Telepathy (aura, mental) 60 feet. A crowded veil communicates telepathically via spores. It can communicate telepathically with any creatures who are within its aura.
AC 33; Fort +25, Ref +22, Will +28
HP 300 (one mind); Immunities blind, controlled, disease, paralyzed, unconscious; Resistances mental 15; Weaknesses fire 15, holy 15, slashing 15
One Mind A crowded veil is an individual creature that shares one mind with all other crowded veils. What one crowded veil experiences, all experience. If a crowded veil gains any conditions, all other crowded veils know this; they also know the direction to every other crowded veil and the distances between them. A crowded veil can communicate instantly and telepathically with any other crowded veil on the same planet. To crowded veils located on other planets, messages can take up to an hour or more to transmit. A message to a crowded veil on another plane takes 24 hours to transmit. A crowded veil is immune to mental effects that target only a specific number of creatures. If a mental effect targets all creatures in an area, only the crowded veils in that area are affected, although all other crowded veils sense all damage or conditions endured by those crowded veils.
Speed 20 feet; fly 30 feet
Melee [one-action] tentacle +28 [+24/+20] (agile), Damage 3d8+14 bludgeoningRanged [one-action] spore pod +28 [+23/+18] (brutal, propulsive, range 30 feet), Damage 3d6+11 bludgeoning plus crowded veil sporesPrimal Innate Spells DC 31; Constant (7th) truesight
Crowded Veil Spores (poison) Saving Throw DC 34; Maximum Duration 6 rounds; Stage 1 stupefied 1 (1 round); Stage 2 4d8 poison damage and stupefied 2 (1 round); Stage 3 4d8 poison damage and stupefied 3 (1 round); Stage 4 4d8 poison damage and unconscious (1 round)Spore Trail [one-action] (manipulate) A crowded veil shudders, releasing toxic spores. Until the end of their turn, when the clouded veil moves, all spaces they leave are filled with spores. These spore trails persist until the start of the clouded veil's next turn, and can be dispersed immediately by wind in the area. The first time in a round when a creature enters this spore trail, that creature is exposed to crowded veil spores.

Sidebar - Additional Lore The Many Are One

A colony of crowded veil hosts appears unlinked to a casual observer. As intelligent, moving fungi, they can stray far from their clonal siblings, yet cannot move beyond regions that support their growth. On Golarion, this limits the crowded veil to Tanglebriar alone.