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Theletos

Theletoses maintain the balance between fate and free will. A theletos is a roughly spherical mass of crystals from which emerge four limbs, each split at the elbow and ending in three-fingered hands. A pair of crystalline tentacles also emerges from its body. Those who have been damaged by a theletos's tentacles describe a disorienting dilemma as they simultaneously feel forced to make a single choice while also being overwhelmed by the endless options available to choose from. Theletoses are more likely than most aeons to interfere in non-aeon societies, particularly in regions with draconian laws. Their involvement is twofold; a theletos concerns itself with both the freedom of individuals and the laws that restrict these individuals, even (or especially) when the two are in opposition.

Recall Knowledge - Monitor (Religion): DC 23

TheletosCreature 7

LNMediumAeonMonitor
Source Bestiary 2 pg. 8 2.0
Perception +18; darkvision
Languages envisioning
Skills Arcana +16, Intimidation +16, Religion +18, Stealth +15
Str +4, Dex +4, Con +3, Int +3, Wis +5, Cha +3
Envisioning When a theletos conveys information, it does so wordlessly through psychic projections. This acts as telepathy with a range of 100 feet but is understandable to all creatures regardless of whether they have a language. The meaning to non-aeons can be vague and is often mysterious. A theletos can use this ability to communicate flawlessly with any other aeon on the same plane.
AC 25; Fort +16, Ref +13, Will +18; +1 status to all saves vs. magic
HP 125; Weaknesses chaotic 5
Speed 25 feet, fly 25 feet
Melee Single ActionSingle Action fist +17 [+12/+7] (lawful, magical), Damage 2d10+4 bludgeoning plus 1d6 lawfulMelee Single ActionSingle Action tentacle +17 [+13/+9] (agile, lawful, magical), Damage 2d8+4 slashing plus 1d6 lawful and fate drainDivine Innate Spells DC 25, attack +17; 4th augury (at will), charm, dispel magic, enthrall, outcast's curse, remove curse, suggestion, touch of idiocy
Rituals DC 25; 3rd geas
Fate Drain (curse, divine, mental) A creature damaged by the theletos's tentacle must succeed at a DC 22 Will save or become stupefied 1. As long as the creature is stupefied, it can no longer benefit from fortune effects. If the target fails additional saves against this ability, the condition value increases by 1 (to a maximum of stupefied 4). This condition value decreases by 1 every 24 hours.Wrath of Fate Two ActionsTwo Actions (curse, divine, mental, misfortune) The theletos releases a 60-foot cone of energy from its center. Creatures in the cone become overwhelmed with the knowledge of various fates that destiny has in store for them and lack of clear pathways to these potential futures. They must succeed at a DC 26 Will save or be slowed 1 indefinitely. An affected creature can choose to roll twice when it attempts an attack, saving throw, or skill check and take the lower result. Regardless of the outcome, that creature is no longer slowed after that roll. The theletos can't use Wrath of Fate again for 1d4 rounds.

Sidebar - Additional Lore Maintaining the Balance

Theletoses care little for the individuals and societies they manipulate, only that balance between freedom and fate is maintained. A theletos might help a creature who has lost their freedom escape, but it may also force those who swore to perform an unjust duty to stick to their word. If its plans are thwarted, a theletos doesn't seek revenge, but instead looks for other ways to redress the balance.

All Monsters in "Aeon"

NameLevel
Arbiter1
Axiomite8
Bythos16
Kolyarut12
Marut15
Pleroma20
Theletos7
Zelekhut9

Aeon

Source Bestiary pg. 8
Aeons have always been the caretakers of reality and defenders of the natural order of balance. Each type of aeon takes on some form of duality in its manifestation and works either to shape the multiverse within the aspects of this duality in some way, or to correct imbalances to the perfect order of existence. Aeons can bring weal or woe when they appear in a region, and their machinations can raise a nation, raze it, or restore it from ruin. Their reasons are their own, and they rarely share their motivations with others— they simply create the results they insist through their strange envisioning communication are necessary to maintain the balance of the multiverse.

As a result of recent shifts in reality, aeons have begun to reassert a presence in the perfect planar city of Axis. To the aeons, this is merely the latest in a recurring cycle, albeit one that mortals have not yet borne witness to. Once regarded as an independent faction, the living machines known as inevitables are now revealed as having been agents of the aeons all along, and while inevitables have their own shared themes and features, they are very much living but constructed manifestations of the aeons’ war against imbalance—particularly with regard to how this war is waged against the forces of chaos.

Aeons have a name for this cyclic return, in which they welcome the industrious axiomites back to their fold and bring the inevitables once again under their control: the “Convergence.” At the onset of the Convergence, a council of pleroma aeons appeared in the Eternal City of Axis, where they revealed that axiomites were wayward aeons, split off long ago to pursue the act of creation. With the latest cycle of change it was time for the axiomites and their creations, the inevitables, to rejoin the aeon cause. While most axiomites and inevitables fell in line, realizing perhaps on a fundamental level of reality that what the aeons said was the truth, some refused to heed the call and waited for the wrath of the aeons — but that wrath has yet to come. The dual-natured aeons have responded to those who have declined in confusing ways. With some they treat and even bargain, while a handful of others they have destroyed, and a few have been exterminated by the axiomites and allied inevitables. But most of these quiet insurgents they leave alone, allowing these axiomites to continue to create in peace and the inevitables to continue with their duties. How—or if—this Convergence will end is as little understood as the aeons themselves.

Sidebar - Additional Lore Aeon Divinities

Whether the aeons serve an actual divinity, a philosophical concept, or merely a “supreme oneness” is a topic hotly debated by planar scholars. The aeons themselves are silent, referring to this being or concept as the Monad, a “condition of all.” Regardless of what the Monad actually is, there certainly exists another category of powerful aeons—the primal inevitables, each a unique demigod with its own powers and goals. Relatively few primal inevitables remain today, for nearly three-quarters of their irreplaceable kind have fallen in the endless battle with the inexorable forces of entropy.

Sidebar - Related Creatures Other Aeons

Aeons are among the least understood of the Great Beyond’s immortal creatures, and they have a wide range of powers and abilities. Far more aeons exist than those presented here, including guardians of time like the four-armed bythos and the weirdly symmetrical theletos, which moderates the duality between freedom and fate.

Sidebar - Additional Lore Paradox and Unity

To mortals, aeons sometimes seem to combine elements that are fundamentally incompatible, whether it's an aeon combining opposing concepts, or axiomites and inevitables mixing the organic with the mathematical or mechanical. Aeons see no paradox in this, but rather claim it is an expression of the underlying unity of all things.