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Ockomlire

With its mottled green-and-tan rubbery flesh, six short legs ending in two-clawed feet, and three circular mouths arrayed equidistantly around a disk-shaped head crowned by multiple bulbous eyes, the bizarre Darklands-dwelling ockomlire's strange appearance blurs the line between aberration and fungus.

Ockomlires eat magic, and their specialized organs process and release that magic in the form of a mist that saps the willpower of those it touches. Originally created by sekmin occultists as a potent weapon against Azlanti wizards, since the serpentfolk empire's collapse thousands of years ago, ockomlires have spread upward through the Darklands. They often lair in sewers or abandoned basements in urban areas, drawn to society's use (and waste) of magical energy.

Ockomlires are quite intelligent but tend to have bland personalities. They're fond of verbalizing their observations and experiences, speaking in unsettling piping voices through three mouths; they have a curious penchant for referring to themselves in the third person. They've little interest in having personal names and tend to refer to those they encounter by ancestry instead of name as well.

Recall Knowledge - Aberration (Occultism): DC 36
Unspecific Lore: DC 34
Specific Lore: DC 31

Elite | Normal | Weak
Proficiency without Level

OckomlireCreature 13

Rare Medium Aberration 
Source Pathfinder #204: Stage Fright pg. 87
Perception +23; darkvision, detect magic
Languages Aklo, Common, Sakvroth
Skills Athletics +27, Occultism +24, Survival +23
Str +8, Dex +4, Con +5, Int +5, Wis +4, Cha +0
AC 33; Fort +26, Ref +21, Will +23; +1 status to all saves vs emotion effects
HP 235; Resistances mental 15; Weaknesses emotion vulnerability
Emotion Vulnerability If an ockomlire fails a saving throw against an emotion effect, they loses their resistance to mental damage and gains an equal amount of weakness to mental damage (weakness to mental 15 for the typical ockomlire) until the end of their next turn.
Speed 20 feet, climb 10 feet
Melee [one-action] jaws +27 [+22/+17] (forceful), Damage 3d10+14 piercing plus Improved GrabOccult Innate Spells DC 33; 7th calm (at will); Constant (7th) detect magic
Devour Magic [two-actions] (occult) The ockomlire attempts to devour a spell effect from a creature they've grabbed. To successfully do so, they must counteract that effect with an Occultism check. If the spell effect is an emotion effect, the ockomlire gains a +2 circumstance bonus to this check.
Critical Success The spell is countered, the ockomlire gains temporary Hit Points equal to twice the spell's rank for 1 minute, and the grabbed creature becomes stupefied 2 for 1 minute.
Success As success but stupefied 1.
Critical Failure The attempt backfires, and the ockomlire becomes overwhelmed; their emotion vulnerability becomes active until the end of their turn.
Haze of Despair [two-actions] (emotion, mental, occult) Requirements The ockomlire has temporary hit points gained from Devour Magic; Effects The ockomlire digests the magic and releases mist that stings the eyes and heart alike. The ockomlire loses any temporary Hit Points they have and all non-ockomlire creatures in a 30-foot emanation take 9d10 mental damage (DC 33 basic Will save).

Sidebar - Additional Lore Ockomlire Apathy

Because they exude feelings of hopelessness and despair as “waste” from their magical feeding, the ockomlire has become a creature of apathetic detachment. While this affords the ockomlire protection from emotion-based effects, those that do affect them tend to hit hard and actually cause mental anguish. There are thrilling legends of ockomlires laid low by a single bard whose gripping performance simply stirred up enough emotions within the normally distant creatures to cause them rip themselves apart from the inside.