Library / Bestiary

Aeon, Pleroma

CR 20.00 Outsider N Large HD 24
Within the shadows of this vaguely humanoid figure stir swirling colors and spheres, as if it encompassed all the night sky.

The pleroma is the most powerful of all the aeons. As a manifestation of the opposing acts of creation and destruction, a pleroma exists in a state of flux, its very form shifting between creation and oblivion within the ebon folds of its vaporous cloak. One who gazes upon a pleroma could spend days studying the continual changes of its form, which most resemble the shifting of celestial bodies within the universe sped up to a pace at which the swirling of galaxies and the tumble of planets form a strange dance.

Pleromas view the concepts of creation and oblivion not so much as separate processes, but rather as two parts of a cyclical passage that everything in existence must explore. Pleromas guide this progression, ensuring everything remains balanced, such that whatever is created can be destroyed, and that nothing becomes so static that these two processes slow to a halt. For everything that attains a state of semi-permanence, there must be many more things that do not, or rather that cannot ever be reformed into a state of permanence. While pleromas believe in eternity, they understand that eternity is cyclical and infinity is something that repeats itself. Therefore, eternity and infinity are states that can be changed, or altered, if only slightly. Pleromas maintain such changes are necessary to keep the cosmos from becoming static and unbalanced, a state they refer to as apocalypse, or the end of everything.

Of all the aeons, pleromas possess the strongest connection to the entity or concept they refer to as Monad. All aeons believe themselves to be extensions of this entity, and while they act freely and independently of the entity, they always act within the constricts of its will or needs. This behavior is not so much a state of servitude as a symbiosis in which the actions of the pleromas are universally beneficial to both themselves and the entity they are part of. Pleromas describe Monad as the sentience of the multiverse, from which all things are created through the recycling of everything that ever existed.

Pleromas typically travel alone. Their arrival in a region almost always heralds some sort of dramatic change. They pay little mind to the wants and needs of other creatures, and remain entirely focused upon their primary task. They avoid conflicts of ethics, wars, and similar pursuits, save when manipulating such events would help to restore the balance between creation and oblivion. Should any be so foolish as to attempt to interfere with or sway their work, pleromas immediately retaliate by bringing all of their significant powers and devastating abilities to bear until the intervention is destroyed.

HP
324 (24d10+192); fast healing 10
AC
36, touch 24, flat-footed 27 (+6 deflection, +8 Dex, +1 dodge, +12 natural, -1 size)
Init
+12
Speed
0 ft., fly 60 ft. (perfect)
Fort
+24
Ref
+18
Will
+26
BAB
+24
CMB
+32
CMD
57 (can't be tripped)
Melee
touch +30 (20d8 energy)
Space
10 ft.
Reach
10 ft.
SR
31
str
24
+7
dex
27
+8
con
26
+8
int
26
+8
wis
31
+10
cha
25
+7

Weapons: Martial, Simple

Sphere of Creation — Three times per day, the pleroma can manifest a 2-foot-diameter sphere of white energy that hovers above its left hand. By concentrating, the pleroma can control this sphere, causing it to fly slowly at a speed of 10 feet per round. The sphere can travel in any direction, but must remain within 300 feet of the pleroma or it immediately dissipates. Wherever the sphere travels, it leaves behind a 5-foot-wide path of new matter, creating either new terrain (such as swamp, tundra, desert, or forest) or a 10-foot-square wall composed of a single natural substance (such as clay, wood, or stone). Any existing matter, either living or nonliving that comes in contact with the sphere must make a DC 30 Fortitude save or be absorbed and incorporated into the new substance (only freedom, miracle, or wish can rescue creatures so trapped). Creatures that save are pushed to the nearest unoccupied location adjacent to the newly created substance. The sphere is highly unstable and only lasts 1d4 minutes before exploding with a blinding flash. All creatures within 30 feet of the flash must make a DC 30 Fortitude save or be permanently blinded. The save DCs are Constitution-based.

Sphere of Oblivion — Three times per day, the pleroma can manifest a 2-foot-diameter sphere of complete and utter darkness that hovers above its right hand. The sphere is an empty void similar to a sphere of annihilation. Any matter (living or nonliving) that touches the sphere must succeed on a DC 30 Fortitude save or be sucked into the sphere and destroyed. Larger objects (such as ships or buildings) are destroyed at a rate of one 10-foot cube per round of contact with the sphere. By concentrating, the pleroma can control this sphere, causing it to fly slowly at a speed of 10 feet per round. The sphere can travel in any direction, but must remain within 300 feet of the pleroma or it immediately dissipates. The sphere is highly unstable and only lasts 1d4 minutes before harmlessly imploding upon itself. Alternatively, the pleroma may hurl the sphere as a ranged touch attack (with a 10-foot range increment) against a single creature. When thrown in this manner, the sphere implodes immediately after the attack is resolved. The save DCs are Constitution-based.

extension of all

void form

Special Abilities

Extension Of All from text
Sphere Of Creation from text
Three times per day, the pleroma can manifest a 2-foot-diameter sphere of white energy that hovers above its left hand. By concentrating, the pleroma can control this sphere, causing it to fly slowly at a speed of 10 feet per round. The sphere can travel in any direction, but must remain within 300 feet of the pleroma or it immediately dissipates. Wherever the sphere travels, it leaves behind a 5-foot-wide path of new matter, creating either new terrain (such as swamp, tundra, desert, or forest) or a 10-foot-square wall composed of a single natural substance (such as clay, wood, or stone). Any existing matter, either living or nonliving that comes in contact with the sphere must make a DC 30 Fortitude save or be absorbed and incorporated into the new substance (only freedom, miracle, or wish can rescue creatures so trapped). Creatures that save are pushed to the nearest unoccupied location adjacent to the newly created substance. The sphere is highly unstable and only lasts 1d4 minutes before exploding with a blinding flash. All creatures within 30 feet of the flash must make a DC 30 Fortitude save or be permanently blinded. The save DCs are Constitution-based.
Sphere Of Oblivion from text
Three times per day, the pleroma can manifest a 2-foot-diameter sphere of complete and utter darkness that hovers above its right hand. The sphere is an empty void similar to a sphere of annihilation. Any matter (living or nonliving) that touches the sphere must succeed on a DC 30 Fortitude save or be sucked into the sphere and destroyed. Larger objects (such as ships or buildings) are destroyed at a rate of one 10-foot cube per round of contact with the sphere. By concentrating, the pleroma can control this sphere, causing it to fly slowly at a speed of 10 feet per round. The sphere can travel in any direction, but must remain within 300 feet of the pleroma or it immediately dissipates. The sphere is highly unstable and only lasts 1d4 minutes before harmlessly imploding upon itself. Alternatively, the pleroma may hurl the sphere as a ranged touch attack (with a 10-foot range increment) against a single creature. When thrown in this manner, the sphere implodes immediately after the attack is resolved. The save DCs are Constitution-based.
Void Form from text

Feats, Traits & Items

Alertness from Feat

You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Calculated: +2 Perception, +2 Sense Motive
Combat Casting from Feat

You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.

Situational: to cast a spell or use a spell-like ability defensively or while grappled: +4 untyped concentration
Combat Reflexes from Feat

You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

Dodge from Feat

You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Calculated: +1 Ac
Great Fortitude from Feat

You get a +2 bonus on all Fortitude saving throws.

Calculated: +2 Fort

You get a +4 bonus on initiative checks.

Calculated: +4 Initiative
Improved Iron Will from Feat

Once per day, you may reroll a Will save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it is worse.

Also in: Fortune & Luck
Iron Will from Feat

You get a +2 bonus on all Will saving throws.

Calculated: +2 Will
Lightning Reflexes from Feat

You get a +2 bonus on all Reflex saving throws.

Calculated: +2 Ref
Lightning Stance from Feat

If you take two actions to move or a withdraw action in a turn, you gain 50% concealment for 1 round.

Mobility from Feat

You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

Dodge bonuses stack with each other, unlike most types of bonuses.

Situational: vs. attacks of opportunity caused by moving out of or within a threatened area: +4 dodge AC
Wind Stance from Feat

If you move more than 5 feet this turn, you gain 20% concealment for 1 round against ranged attacks.

Appraise +30, Bluff +32, Fly +16, Heal +30, Intimidate +27, Knowledge (arcana) +47, Knowledge (dungeoneering) +44, Knowledge (engineering) +44, Knowledge (nature) +47, Knowledge (planes) +47, Knowledge (religion) +47, Perception +41, Sense Motive +39, Spellcraft +30, Stealth +27, Use Magic Device +27

spell-like abilities:
At will—Create Food And Water, At will—Mending (DC 17), At will—Rusting Grasp, At will—Stone Shape, At will—Wood Shape (DC 19), 7/day—Fabricate, 7/day—Plant Growth, 7/day—Sculpt Sound (DC 20), 7/day—Shout (DC 21), 5/day—Break Enchantment (DC 22), 5/day—Daylight, 5/day—Deeper Darkness, 5/day—Freedom Of Movement (DC 21), 5/day—Major Creation, 3/day—Disintegrate (DC 23), 3/day—Horrid Wilting (DC 25), 1/day—Mage's Disjunction (DC 26), 1/day—Wish (DC 26)
cleric spells prepared:
9th—Astral Projection, 9th—Gate, 9th—Implosion (DC 29), 8th—Cloak Of Chaos (DC 28), 8th—Holy Aura (DC 28), 8th—Shield Of Law (DC 28), 8th—Summon Monster VIII, 8th—Unholy Aura (DC 28), 7th—Blasphemy (DC 26), 7th—Destruction (DC 27), 7th—Dictum, 7th—Holy Word (DC 26), 7th—Word Of Chaos, 6th—Banishment (DC 27), 6th—Forbiddance (DC 26), 6th—Legend Lore, 6th—Repulsion (DC 26), 6th—Veil (DC 26), 5th—Contact Other Plane, 5th—Dispel Chaos, 5th—Dispel Evil (DC 24), 5th—Dispel Good, 5th—Dispel Law, 5th—Teleport, 4th—Chaos Hammer (DC 24), 4th—Holy Smite (DC 24), 4th—Restoration (DC 24), 4th—Scrying (DC 24), 4th—Unholy Blight (DC 24), 3rd—Clairaudience/Clairvoyance, 3rd—Magic Circle Against Chaos, 3rd—Magic Circle Against Evil (DC 23), 3rd—Magic Circle Against Good, 3rd—Magic Circle Against Law, 3rd—Suggestion (DC 23), 2nd—Align Weapon (DC 22), 2nd—Detect Thoughts (DC 22), 2nd—Enthrall (DC 22), 2nd—Make Whole (DC 22), 2nd—See Invisibility, 2nd—Undetectable Alignment (DC 21), 2nd—Zone Of Truth (DC 22), 1st—Detect Chaos, 1st—Detect Evil, 1st—Detect Good, 1st—Detect Law, 1st—Identify, 1st—Magic Aura, 1st—True Strike, 0—Create Water, 0—Detect Magic, 0—Guidance (DC 20), 0—Read Magic
Details
Type
Outsider
Alignment
N
Size
Large
Environment
any (Outer Planes)
Organization
solitary or tribunal (1 pleroma, 3 akhanas, and 2-5 theletos)
Treasure
none
Senses
blindsight 120 ft., darkvision 120 ft., true seeing; Perception +41
Languages
envisaging
Source
Bestiary 2
Source

Bestiary 2

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
83 House/Core
  • Uses feat: Alertness (Feat) — core content under OGL 1.0a
  • Uses feat: Combat Casting (Feat) — core content under OGL 1.0a
  • Uses feat: Combat Reflexes (Feat) — core content under OGL 1.0a
  • Uses feat: Dodge (Feat) — core content under OGL 1.0a
  • Uses feat: Great Fortitude (Feat) — core content under OGL 1.0a
  • Uses feat: Improved Initiative (Feat) — core content under OGL 1.0a
  • Uses feat: Improved Iron Will (Feat) — core content under OGL 1.0a
  • Uses feat: Iron Will (Feat) — core content under OGL 1.0a
  • Uses feat: Lightning Reflexes (Feat) — core content under OGL 1.0a
  • Uses feat: Lightning Stance (Feat) — core content under OGL 1.0a
  • Uses feat: Mobility (Feat) — core content under OGL 1.0a
  • Uses feat: Wind Stance (Feat) — core content under OGL 1.0a
  • Knows spell: Create Food And Water (Spell) — core content under OGL 1.0a
  • Knows spell: Mending (Spell) — core content under OGL 1.0a
  • Knows spell: Rusting Grasp (Spell) — core content under OGL 1.0a
  • Knows spell: Stone Shape (Spell) — core content under OGL 1.0a
  • Knows spell: Wood Shape (Spell) — core content under OGL 1.0a
  • Knows spell: Fabricate (Spell) — core content under OGL 1.0a
  • Knows spell: Plant Growth (Spell) — core content under OGL 1.0a
  • Knows spell: Sculpt Sound (Spell) — core content under OGL 1.0a
  • Knows spell: Shout (Spell) — core content under OGL 1.0a
  • Knows spell: Break Enchantment (Spell) — core content under OGL 1.0a
  • Knows spell: Daylight (Spell) — core content under OGL 1.0a
  • Knows spell: Deeper Darkness (Spell) — core content under OGL 1.0a
  • Knows spell: Freedom Of Movement (Spell) — core content under OGL 1.0a
  • Knows spell: Major Creation (Spell) — core content under OGL 1.0a
  • Knows spell: Disintegrate (Spell) — core content under OGL 1.0a
  • Knows spell: Horrid Wilting (Spell) — core content under OGL 1.0a
  • Knows spell: Mage's Disjunction (Spell) — core content under OGL 1.0a
  • Knows spell: Wish (Spell) — core content under OGL 1.0a
  • Knows spell: Astral Projection (Spell) — core content under OGL 1.0a
  • Knows spell: Gate (Spell) — core content under OGL 1.0a
  • Knows spell: Implosion (Spell) — core content under OGL 1.0a
  • Knows spell: Cloak Of Chaos (Spell) — core content under OGL 1.0a
  • Knows spell: Holy Aura (Spell) — core content under OGL 1.0a
  • Knows spell: Shield Of Law (Spell) — core content under OGL 1.0a
  • Knows spell: Summon Monster VIII (Spell) — core content under OGL 1.0a
  • Knows spell: Unholy Aura (Spell) — core content under OGL 1.0a
  • Knows spell: Blasphemy (Spell) — core content under OGL 1.0a
  • Knows spell: Destruction (Spell) — core content under OGL 1.0a
  • Knows spell: Dictum (Spell) — core content under OGL 1.0a
  • Knows spell: Holy Word (Spell) — core content under OGL 1.0a
  • Knows spell: Word Of Chaos (Spell) — core content under OGL 1.0a
  • Knows spell: Banishment (Spell) — core content under OGL 1.0a
  • Knows spell: Forbiddance (Spell) — core content under OGL 1.0a
  • Knows spell: Legend Lore (Spell) — core content under OGL 1.0a
  • Knows spell: Repulsion (Spell) — core content under OGL 1.0a
  • Knows spell: Veil (Spell) — core content under OGL 1.0a
  • Knows spell: Contact Other Plane (Spell) — core content under OGL 1.0a
  • Knows spell: Dispel Chaos (Spell) — core content under OGL 1.0a
  • Knows spell: Dispel Evil (Spell) — core content under OGL 1.0a
  • Knows spell: Dispel Good (Spell) — core content under OGL 1.0a
  • Knows spell: Dispel Law (Spell) — core content under OGL 1.0a
  • Knows spell: Teleport (Spell) — core content under OGL 1.0a
  • Knows spell: Chaos Hammer (Spell) — core content under OGL 1.0a
  • Knows spell: Holy Smite (Spell) — core content under OGL 1.0a
  • Knows spell: Restoration (Spell) — core content under OGL 1.0a
  • Knows spell: Scrying (Spell) — core content under OGL 1.0a
  • Knows spell: Unholy Blight (Spell) — core content under OGL 1.0a
  • Knows spell: Clairaudience/Clairvoyance (Spell) — core content under OGL 1.0a
  • Knows spell: Magic Circle Against Chaos (Spell) — core content under OGL 1.0a
  • Knows spell: Magic Circle Against Evil (Spell) — core content under OGL 1.0a
  • Knows spell: Magic Circle Against Good (Spell) — core content under OGL 1.0a
  • Knows spell: Magic Circle Against Law (Spell) — core content under OGL 1.0a
  • Knows spell: Suggestion (Spell) — core content under OGL 1.0a
  • Knows spell: Align Weapon (Spell) — core content under OGL 1.0a
  • Knows spell: Detect Thoughts (Spell) — core content under OGL 1.0a
  • Knows spell: Enthrall (Spell) — core content under OGL 1.0a
  • Knows spell: Make Whole (Spell) — core content under OGL 1.0a
  • Knows spell: See Invisibility (Spell) — core content under OGL 1.0a
  • Knows spell: Undetectable Alignment (Spell) — core content under OGL 1.0a
  • Knows spell: Zone Of Truth (Spell) — core content under OGL 1.0a
  • Knows spell: Detect Chaos (Spell) — core content under OGL 1.0a
  • Knows spell: Detect Evil (Spell) — core content under OGL 1.0a
  • Knows spell: Detect Good (Spell) — core content under OGL 1.0a
  • Knows spell: Detect Law (Spell) — core content under OGL 1.0a
  • Knows spell: Identify (Spell) — core content under OGL 1.0a
  • Knows spell: Magic Aura (Spell) — core content under OGL 1.0a
  • Knows spell: True Strike (Spell) — core content under OGL 1.0a
  • Knows spell: Create Water (Spell) — core content under OGL 1.0a
  • Knows spell: Detect Magic (Spell) — core content under OGL 1.0a
  • Knows spell: Guidance (Spell) — core content under OGL 1.0a
  • Knows spell: Read Magic (Spell) — core content under OGL 1.0a
View references and cross-links for Aeon, Pleroma

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