Monster Dossier

Pleroma

Pleroma is a fantasy monster entry from source B1.

Level 20

Traits

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Rules & statistics

Monster Profile

Perception

37

Senses

  • Name
    darkvision
  • Name
    lifesense
    Range
    120
  • Name
    true seeing

Languages

Languages
N/A
Abilities
  • envisioning

Skills

Acrobatics
33
Arcana
38
Deception
34
Diplomacy
34
Occultism
38
Religion
39
Stealth
35

Ability Mods

Str
6
Dex
7
Con
6
Int
8
Wis
9
Cha
6

Defenses

Ac
45
Saving Throws
Fort
32
Ref
31
Will
37
Abilities
  • +1 status to all saves vs. magic
Hp
  • Hp
    335
    Abilities
    • regeneration 20 (deactivated by chaotic)
Immunities
  • negative
  • positive
Weaknesses
  • Amount
    20
    Name
    chaotic

Speed

Abilities
  • freedom of movement
Fly
40

Attacks

  • Range
    Melee
    Name
    energy touch (agile, lawful, magical)
    Attack
    36
    Damage
    5d8+18 positive or negative damage plus 1d6 lawful
    Types
    • lawful
    • positive
  • Range
    Ranged
    Name
    Sphere of Oblivion
    Attack
    37
    Traits
    • magical
    Effects
    • see Sphere of Oblivion

Spellcasting

  • Type
    Innate
    Tradition
    divine
    DC
    47
    Attack
    37
    Entry
    1
    Spells
    • Name
      create water
      Amount
      at will
    2
    Spells
    • Name
      detect alignment
      Amount
      at will
    • Name
      shape wood
      Amount
      at will
    3
    Spells
    • Name
      hypercognition
      Amount
      at will
    4
    Spells
    • Name
      create food
      Amount
      at will
    • Name
      shape stone
      Amount
      at will
    5
    Spells
    • Name
      creation
      Amount
      at will
    7
    Spells
    • Name
      plane shift
    • Name
      retrocognition
    8
    Spells
    • Name
      disintegrate
      Amount
      2
    • Name
      unrelenting observation
    9
    Spells
    • Name
      banishment
    • Name
      blade barrier
    • Name
      disjunction
    • Name
      overwhelming presence
    10
    Spells
    • Name
      alter reality
    Constant
    4
    Spells
    • Name
      freedom of movement
    8
    Spells
    • Name
      true seeing

Abilities

Top
  • Entries
    • Pleromas care little for communication with other creatures, but when they do convey information, they do so wordlessly through a series of 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, though the aeon's meaning to non-aeons can be vague and is often mysterious. An aeon can use this ability to communicate flawlessly with any other aeon on the same plane as itself.
    Name
    Envisioning
Mid
  • Activity
    Number
    1
    Unit
    reaction
    Trigger
    The pleroma critically fails the saving throw.
    Entries
    • The critical failure becomes a normal failure.
    Name
    Reality Twist
Bot
  • Entries
    • A pleroma's touch deals its choice of positive or negative damage, but neither energy can be used to heal a creature.
    Name
    Energy Touch
  • Activity
    Number
    2
    Unit
    action
    Traits
    • incapacitation
    • magical
    Entries
    • Three times per day, a pleroma can manifest a 2-foot-diameter sphere of white energy that hovers above its left hand. By using a single action, which has the concentrate trait, the pleroma can cause the sphere to fly 10 feet. The sphere can move in any direction, ignoring difficult terrain||3|terrain, but it can't move farther than 300 feet away from the pleroma. Wherever the sphere travels, it leaves behind a 5-foot-wide path of new matter, creating either new terrain (the pleroma's choice of normal, difficult, or greater difficult terrain||3|terrain) or a 5-foot-square solid barrier of a single natural substance (such as clay, wood, or stone). The sphere can enter the space of a creature; when it does, the creature must succeed at a 43 Fortitude save or be absorbed into the sphere. On a successful save, the creature is pushed to a space of the GM's choice away from the sphere. Those who fail take 20d6 positive damage (even if they are living) and are pushed away as a success. Those who critically fail, or are reduced to 0 HP by the damage from a failure, become one with the new material and can be restored only via a 10th-level spell. A pleroma can have only one Sphere of Creation in existence at a time, and the sphere automatically vanishes in a flash of blinding light after 1d4 minutes. All creatures within 30 feet of the sphere of creation when it vanishes must succeed at a 43 Fortitude save or be permanently blinded.
    Name
    Sphere of Creation
  • Activity
    Number
    2
    Unit
    action
    Traits
    • incapacitation
    • magical
    Entries
    • Three times per day, a pleroma can manifest a 2-foot-diameter sphere of complete and utter darkness that hovers above its right hand. It can move and control the sphere in the same manner as its Sphere of Creation. The sphere is an empty void that lasts for 1 minute before collapsing in on itself and winking out of existence. Once manifested, the sphere can be used as a ranged attack, but it blinks out of existence immediately after that attack is resolved. Any unattended object that touches the void is sucked in and completely destroyed. Larger objects (such as ships or buildings) are destroyed at a rate of one 10-foot cube per round of contact. The sphere can enter the space of a creature, with effects similar to the Sphere of Creation except that it deals negative damage (even to undead) on a failure and annihilates rather than incorporating the creature into material. Such a destroyed creature can be restored only by a 10th-level spell.
    Name
    Sphere of Oblivion

Background

Lore

No lore provided.