Astralmot CR 14
This four-armed humanoid has long, moth-like wings and an inner gentle radiance that makes it difficult to look directly at.
XP 38,400
NG Medium outsider (extraplanar, good, aberration)
Init +8; Senses darkvision 60 ft., low-light vision, ethereal sight; Perception +26
Aura protective aura
Defense
AC 26, Touch 18, Flat-Footed 18 (+8 Dex, +8 natural; +4 deflection(+6 vs. evil))
HP 128 (15d8+60)
Fort, Ref, Will +16, +13, +11; +4 resistance vs. evil
Immune cold, blind; Resist electricity 10, fire 10; SR 23
Offense
Speed 30ft., fly 50ft. (average)
Melee 4 +1 phase locking claws +19/+17+/+15/+13 (1d4+4/19-20x2)
Special Attacks induced dream, sneak attack +3d6
Spell-Like Abilities (CL 15th; concentration +17)
- At will–dancing lights, dream, restful sleep
- 3/day–greater teleport(astral)(self plus 50 lbs. of gear only), glitterdust(DC 17), dispel evil, plane shift(DC 22)
- 1/day–cloak of dreams(DC 21), confusion(DC 19), greater teleport(astral)
Statistics
Str 16, Dex 26, Con 21, Int 15, Wis 22, Cha 21
Base Atk +11; CMB +12; CMD 35
Feats Acrobatic, Flyby Attack, Improved Critical (fingerblades), Multiattack (Monster), Lucid Dreamer, Weapon Finesse
Skills Acrobatics +22, Fly +25, Knowledge (planes) +14, Knowledge (geography) +11, Perception +26, Perform (dance) +17, Sense Motive +21, Spellcraft +8, Stealth +21
Languages Desae(secret telepathic language), Telepathic empathy
SQ no breath, hungerless
Special Abilities
Induced Dream (Su)
As a standard action, an astralmot can induce sleep in a creature within 30 feet. That creature must succeed at a DC 21 Will save or immediately fall asleep (as per deep slumber, but with no HD limit). This is a mind-affecting sleep effect. The save DC is Charisma-based.
Stardust (Ex)
The shimmering dust that hangs around an astralmot’s body helps defend her from peril, granting her a +4 deflection bonus to AC (+6 against evil). Once per day as a switch action, an astralmot can cause her stardust to coalesce, granting her concealment for 1d4 rounds.
Alien Mind (Su)
Any telepathic communication with an astralmot will fill the communicator with an alien sense of calm. At the astralmot’s will, she can remove one step from mental effects. Additionally, the target must make a DC 26 Will save to not become under the influence of the astralmot. If failed, the communicator is at a -8 penalty to all mind-affecting abilities or spells from the astralmot.
Additionally, the astralmot communicates via empathetic feelings rather than words. These feelings are forced upon the communicator. It is possible for the astralmot to also project images within the minds of others.
If the communicator attempts to speak in desae, the astralmot may choose to respond.
Ecology
Environment Astral plane
Organization solitary
Treasure double (4 +1 phase locking fingerblades (4-fingered))
Astralmots, or Desae in their own tongue, are natives to the Astral Plane and spend their time exploring the vastness of it. Little is known of astralmots or their language, as they have only been sighted on rare occasions due to the infinite size of the astral plane.
What is known of them is that they do not seek battle, but will not shy away from it when innocents are threatened or when they encounter creatures of evil. In combat, an astralmot fights with spells and her fingerblades, using her mobility and glitterdust spell-like ability to allow for sneak attacks.
An astralmot stands 5 feet tall and weighs about 100 pounds.