Bestiary

The All-Knowing

The All-Knowing: HD: 10; AC: 3 [16] Att: Chaos Beam (1d10); SV: 5; Special: Correspond, Time Warp, Reality Vulnerability; MV: Fly 24; AL: Chaotic; ML: 11; Int: 20; #App: 1; CR/ XP: 13 / 3,900

The All-Knowing is a projection of an intelligence from a higher quantum state that has spent aeons trying to understand three-dimensional beings that can move only one way through time. It has spent centuries the prisoner of the Trassi.

The All-Knowing can possess a living being that is capable of casting Magic-User Spells, An unwilling being may make two saving throws, if they succeed one, they take 2d10 damage but repel the All-knowing (the head explodes if this damage kills them.) If they succeed both they repel the All-Knowing and take no damage.

A being that is possessed by the All-knowing may communicate with it telepathically. If it tries to direct their actions, they may make a save to resist. While possessed by the All-knowing they may use its Chaos Ray attack, regenerate 1 hp per round, and are immune to and cured of all diseases and poison, thanks to the All-Knowing’s ability to manipulate their body. Neither they nor the All-Knowing may use its Time Warp abilities during this time. If the All-Knowing’s vessel is killed it is immediately forced to take its physical form and takes damage from its Reality Vulnerability.

The All-Knowing can cast Slow, and Haste at will. It can cast Time Stop, Divination, and Stasis each once per day.

The All-Knowing takes damage when exposed to the Prime Material Plane or a Plane of strong Law. it suffers 4d4 damage each round it is in such a plane unless it is surrounded by a field of magical chaos of some kind or has possessed a creature that can cast magic-user spells.

The Arcane Guardian

Arcane Guardian: HD: 3+1; AC: 5 [14]; Attk: none; SV: 16; Special: Spells; MV: 6; AL: Lawful; ML: 12; Int: 6; #App: 1; CR/ XP: 5 / 240

The crowning achievement of the Order of Stars, this entity of ceramic and crystal is awakened by those who tinker with the machines in the Fane of the All-Knowing without knowing the correct passkey. It uses its powers to create a disorienting Mirage Arcana which hides the numerous traps that it can activate about its lair. It then may cast Push or Pull each round to force its foes into unseen traps.

Combat Automaton

Combat Automaton: HD: 3; AC: 4 [15]; Att: weapon or 2 electric fist (d6 plus stun); SV: 15; Special: shock; MV: 9; AL: N; Int: 9; #App: 1d4; CL/XP: 3/60

These robots are proficient with all manner of weapons. They are built to show off the Gorums’ combat prowess, but in an emergency, can ramp up to a suppression mode to contain them instead. While in suppression mode, the robots strike with electrified fists that deal 1d6 damage, and the target must save or lose their next action.

Gorum

Gorum: HD: 1+2; Atk: Weapon (1d6); AC: ; SV: 18 (special); SA: Immortality, Resilience; MV: 12″; AL: C; ML: 10; Int: 6; #App: 1d12; CL / XP: 3 / 60

Brutal and vicious, the Gorum are members of an immortal legion created for an interstellar war. They were found too uncontrollable, and often too stupid to be useful, and were banished to prisons across the cosmos. No matter how many times one is cut down, unless their brain is destroyed by a directed magical attack, they will always return to life in 1d6 turns, often more hideously scarred and insane. If they are left bored, hungry, or thirsty for too long they enter into a state of suspended animation that breaks when the opportunity to sate their appetites presents itself. The Gorum always roll twice for every saving throw and take the better result. They are not affected by poison or any effect that causes instant death.

Psisquid

Psisquid: HD: 2; Atk: tentacles (1d4); AC 8 [11]; SV: 17; SA: Devour, Grab, Psionics; MV: Swim 12″; AL: C; ML: 7; Int: 10; #App: 1d3; CL/XP: 4/120

A Psi-squid is a cephalopod resembling a 2m long humboldt squid, but possesses an uncanny intelligence, and mental powers. A Psi-squid can use ESP as the spell at will and can communicate with other intelligent creatures in feelings and images.

When a Psi-squid attacks and hits with its tentacles, it draws its prey into its arms and holds them. A creature may attempt to break free on their turn by making a saving throw. On its turn, a psisquid can automatically hit a grabbed target with its bladed radula and beak dealing 1d8 damage.

Scintillant Butterfly

Scintillant Buttefly: HD: 3; Atk: lightray (1 + blinded); AC 6 [13]; SV: 16; SA: Choking Dust, Prismatic Light; MV: Fly 15″; AL: N; ML: 7; Int: 10; #App: 1d3; CL/XP: 5/240

A gigantic butterfly with rainbow wins, the Scintillant Butterfly is a terror to many other creatures not because it is aggressive, but because it it destructive by its very presence. Any creature within 3″ of a Scintillant Butterfly that can see it must make a save the first time they set eyes on it or be affected based on hit dice:

Creatures can avoid this effect by averting their eyes like they might a gaze attack.

The Scitntillant Butterfly also sheds a choking dust of shed scales when upset. Anything wihtin 1″ must make a save or begin to choke, taking 1d3 damage and be at -1 to attack rolls.

If angered, a Scintillant butterfly can project beams of searing light. Targets hit by these beams must save or be blinded for a round.