Library / Bestiary

Qlippoth, Chernobue

CR 12.00 Outsider CE Large HD 12
This slippery, writhing mass of tentacles and stalked mouths has one huge hideous eye and a fanged maw for a belly.

The chernobue is a living manifestation of the vile fecundity of the Abyss—a monstrous, alien pregnancy made flesh. By infecting creatures with the Abyssal taint they carry, they spread pain and misfortune wherever they flop and writhe—and with their plane shift ability, they are ready to spread their filth throughout the multiverse. A chernobue is 13 feet long and weighs 500 pounds.

HP
150 (12d10+84)
AC
27, touch 13, flat-footed 23 (+4 Dex, +14 natural, -1 size)
Init
+4
Speed
40 ft.
Fort
+15
Ref
+10
Will
+11
BAB
+12
CMB
+21
CMD
35 (39 vs. trip)
Melee
2 slams +19 (1d6+8/19-20 plus 1 Con damage), bite +19 (2d6+8 plus poison), 2 tentacles +14 (1d6+4)
Space
10 ft.
Reach
5 ft. (10 ft. with slams and tentacles)
DR
10/lawful
SR
23
Aura
misfortune (30 ft.)
str
26
+8
dex
18
+4
con
24
+7
int
13
+1
wis
17
+3
cha
19
+4

Weapons: Martial, Simple

Horrific Appearance — Creatures that succumb to a chernobue's horrific appearance become paralyzed with disgust for 2d6 rounds; a paralyzed creature gets a new save each round to recover from the effect, provided he is no longer aware of the chernobue or within 30 feet of it.

Universal Monster Rules

Poison (bite) Ex from Universal Monster Rule
A creature with this ability can poison those it attacks. The effects of the poison, including its save, frequency, and cure, are included in the creature's description. The saving throw to resist a poison is usually a Fort save (DC 10 + 1/2 the poisoning creature's racial HD + the creature's Con modifier; the exact DC is given in the creature's descriptive text). Poisons can be removed through neutralize poison and similar effects.

Special Abilities

1 Con Damage (slams) from rider
Horrific Appearance from text
Creatures that succumb to a chernobue's horrific appearance become paralyzed with disgust for 2d6 rounds; a paralyzed creature gets a new save each round to recover from the effect, provided he is no longer aware of the chernobue or within 30 feet of it.

Feats, Traits & Items

Blind-Fight from Feat

In melee, every time you miss because of concealment (see Combat), you can reroll your miss chance percentile roll one time to see if you actually hit.

An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however.

You do not need to make Acrobatics skill checks to move at full speed while blinded.

Improved Critical (slam) from Feat

When using the weapon you selected, your threat range is doubled.

Lightning Reflexes from Feat

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

Calculated: +2 Ref
Power Attack from Feat

You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Quicken Spell-Like Ability (darkness) from Feat

Choose one of the creature's spell-like abilities, subject to the restrictions described in this feat. The creature can use the chosen spell-like ability as a quickened spell-like ability three times per day (or less, if the ability is normally usable only once or twice per day).

Using a quickened spell-like ability is a swift action that does not provoke an attack of opportunity. The creature can perform another action—including the use of another spell-like ability (but not another swift action)—in the same round that it uses a quickened spell-like ability. The creature may use only one quickened spell-like ability per round.

The creature can only select a spell-like ability duplicating a spell with a level less than or equal to 1/2 its caster level (round down) – 4. For a summary, see the table below.

A spell-like ability that duplicates a spell with a casting time greater than 1 full round cannot be quickened.

Vital Strike from Feat

When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.

Acrobatics +19 (+23 jump), Escape Artist +19, Intimidate +19, Knowledge (planes) +16, Perception +18, Sense Motive +18, Stealth +15

spell-like abilities:
Constant—Air Walk, Constant—Arcane Sight, At will—Chaos Hammer (DC 18), At will—Darkness, 3/day—Confusion (DC 18), 3/day—Darkness, 3/day—Dispel Magic, 3/day—Protection From Law, 1/day—Plane Shift (DC 21)
Details
Type
Outsider
Alignment
CE
Size
Large
Environment
any (the Abyss)
Organization
solitary, pair, or gang (3-6)
Treasure
standard
Senses
darkvision 60 ft., scent; Perception +18
Aura
misfortune (30 ft.)
Languages
Abyssal; telepathy 100 ft.
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
14 House/Core 1 Recognized publisher
  • Uses feat: Blind-Fight (Feat) — core content under OGL 1.0a
  • Uses feat: Improved Critical (Feat) — core content under OGL 1.0a
  • Uses feat: Lightning Reflexes (Feat) — core content under OGL 1.0a
  • Uses feat: Power Attack (Feat) — core content under OGL 1.0a
  • Uses feat: Quicken Spell-Like Ability (Feat) — cites Paizo Inc.
  • Uses feat: Vital Strike (Feat) — core content under OGL 1.0a
  • Knows spell: Air Walk (Spell) — core content under OGL 1.0a
  • Knows spell: Arcane Sight (Spell) — core content under OGL 1.0a
  • Knows spell: Chaos Hammer (Spell) — core content under OGL 1.0a
  • Knows spell: Darkness (Spell) — core content under OGL 1.0a
  • Knows spell: Confusion (Spell) — core content under OGL 1.0a
  • Knows spell: Darkness (Spell) — core content under OGL 1.0a
  • Knows spell: Dispel Magic (Spell) — core content under OGL 1.0a
  • Knows spell: Protection From Law (Spell) — core content under OGL 1.0a
  • Knows spell: Plane Shift (Spell) — core content under OGL 1.0a
View references and cross-links for Qlippoth, Chernobue

This entry is Open Game Content. TheCrazyGM is an open library and a Forge for building — and publishing — your own.

How publishing works Browse worlds
OGL 1.0a Notice. Pathfinder-derived Open Game Content on this page is used under the Open Game License v1.0a and Section 15 notice.