Egregore

Within a swirl of light, a clump of brains wrapped in arcs of light pulses and throbs. The impression of an open eye floats before it.

CR: 10 XP: 9,600


N Large aberration


Init: +7 Senses: darkvision 60 ft., lifesense Perception: +21


Aura: mental static (30 ft., DC 22)


Defense

AC: 27, touch 13, flat-footed 23 (+4 armor, +3 Dex, +1 dodge,, +6 natural, +4 shield, –1 size)


hp: 123 (13d8+65), fast healing 5


Fort: +10 Ref: +9 Will: +15


Defensive Abilities: amorphous


DR: 5/—


SR: 21


Offense

Speed: 30 ft., fly 40 ft. (perfect)


Melee: 4 light tentacles +14 (1d8+6)


Space: 10 ft. Reach: 10 ft.


Special Attacks: hypnotic oscillation, light tentacles


Spell-Like Abilities: (CL 13th; concentration +19) Constant—mage armor, mental barrier IOA At will—cure moderate wounds


Psychic Magic: (CL 13th; concentration +19), 24 PE—heal (6 PE), mass bear’s endurance (6 PE), mass bull’s strength (6 PE)


Statistics

Str: 22 Dex: 17 Con: 18 Int: 19 Wis: 20 Cha: 23


Base Atk: +9 CMB: +16 CMD: 30


Feats: Combat Reflexes, Dodge, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Toughness


Skills: Bluff +19, Escape Artist +19, Fly +25, Intimidate +22, Knowledge (arcana) +20, Perception +21, Sense Motive +18, Spellcraft +20


SQ: cult mind, psychic conduit


Languages: Abyssal, Celestial, Common, Infernal, telepathy 100 ft.


Ecology

Environment: any (Ethereal Plane)


Organization: solitary, pair, or gang (3–8)


Treasure: none


Description

Telekinetic Invisibility (Ex) An aether elemental’s body bends light and dampens sound waves. This works as the kineticist utility wild talent telekinetic invisibility (Pathfinder RPG Occult Adventures 28), except that it is constant and doesn’t end when the elemental attacks. As this ability is inherent, it is not subject to effects such as invisibility purge.

Telekinetic Throw (Ex) An aether elemental can fling a creature or object (with a maximum range of 480 feet). A creature receives a Fortitude save to avoid being thrown (the save DC is Constitution-based). The telekinetic throw deals the listed damage to both the thrown creature or object and the target. The aether elemental can throw a creature or object that weighs at most 50 pounds per Hit Die the elemental possesses.

Telekinetic Deflection (Su) An aether elemental gains a deflection bonus to its AC equal to its Constitution modifier.

Telekinetic Maneuver (Su) An aether elemental can attempt a ranged combat maneuver check, as per telekinesis, with a CMB equal to its Hit Dice + its Dexterity modifier.

Source: Pathfinder Roleplaying Game Bestiary 5