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Qlippoth Lord, Yamasoth

Writhing, hook-covered tentacles unfurl from this behemoth’s body, at the center of which gapes a maw with a red eye in its throat.

Yamasoth CR 24

Source Pathfinder #64: Beyond the Doomsday Door pg. 66
XP 1,228,800
CE Gargantuan outsider (chaotic, evil, extraplanar, qlippoth)
Init +11; Senses all-around vision, darkvision 60 ft., detect good, detect law, true seeing; Perception +35
Aura cloak of chaos (DC 24)

Defense

AC 43, touch 18, flat-footed 35 (+4 deflection, +7 Dex, +1 dodge, +25 natural, –4 size)
hp 526 (27d10+378); regeneration 15 (lawful)
Fort +33, Ref +28, Will +18
DR 15/cold iron and lawful; Immune cold, death effects, mind-affecting effects, poison; Resist acid 30, electricity 30, fire 30; SR 35

Offense

Speed 30 ft., fly 60 ft. (good)
Melee maw +36 (2d10+13/19–20), 4 bites +36 (2d8+13/19–20), 6 tentacles +34 (2d6+6/19–20 plus grab)
Space 20 ft., Reach 20 ft. (30 ft. with tentacles)
Special Attacks constrict (2d6+13), gaze weapon, horrific appearance (DC 29), polymorph plague, rend (4 bites, 2d8+19), tentacle transformation
Spell-Like Abilities (CL 20th; concentration +26)
Constant—cloak of chaos (DC 24), detect good, detect law, fly, freedom of movement, true seeing
At will—desecrate, greater dispel magic, greater teleport, statue, stone shape, telekinesis (DC 21)
3/day—quickened baleful polymorph (DC 21), flesh to stone (DC 22), phase door, polymorph any object (DC 24), wall of stone
1/day—earthquake, summon (level 9, any qlippoth or combination of qlippoth whose total combined CR is 20 or lower 100%)

Statistics

Str 36, Dex 25, Con 38, Int 25, Wis 21, Cha 22
Base Atk +27; CMB +44 (+48 grapple); CMD 66 (can’t be tripped)
Feats Combat Reflexes, Critical Focus, Dodge, Greater Vital Strike, Improved Critical (bite), Improved Critical (tentacle), Improved Initiative, Improved Vital Strike, Lightning Reflexes, Multiattack, Power Attack, Quicken Spell-Like Ability (baleful polymorph), Staggering Critical, Vital Strike
Skills Fly +45, Intimidate +36, Knowledge (arcana, planes) +37, Knowledge (dungeoneering, history, nature, religion) +34, Perception +35, Sense Motive +35, Spellcraft +37, Stealth +25, Use Magic Device +36; Racial Modifiers +10 Fly
Languages Abyssal; telepathy 300 ft.
SQ qlippoth lord traits

Ecology

Environment any (Sekatar-Seraktis)
Organization solitary or group (Yamasoth plus 2d6 gongorinans and 2d6 various polymorphed minions)
Treasure triple

Special Abilities

Gaze Weapon (Su) As a free action at the start of his turn, Yamasoth can gape his central maw wide to expose the horrific red eye lodged in what should be his throat. This gaze weapon has a range of 30 feet, and polymorphs creatures affected by it into giant vermin, animals, or magical beasts (Fortitude DC 37 resists). Yamasoth chooses what creatures to transform victims into as they fail their saving throws. This effect otherwise functions as polymorph any object (CL 20th), and is a polymorph effect. Yamasoth can keep his maw open for up to 3 consecutive rounds, after which his throat-eye closes and this gaze weapon cannot be used again for 1 minute. The save DC is Constitution-based.

Horrific Appearance (Su) Creatures that succumb to Yamasoth’s horrific appearance are stunned. At the start of each round thereafter, a creature stunned in this way can make a choice— fight the overwhelming chaos and horror and attempt a new DC 29 Will save to end the stun effect and act normally on that round, or accept the chaos into its soul and automatically succeed at the save to recover from the stun effect. This latter option immediately shifts the creature’s alignment one step closer to chaotic evil. This shift in alignment can be fixed via atonement, but counts as a voluntary alignment shift for the purposes of atonement’s material component requirements. A creature that becomes chaotic evil as a result of this also becomes a willing minion and ally of Yamasoth.

Maw (Ex) Yamasoth’s central maw is a primary attack that threatens a critical hit on a roll of 19–20. A creature hit by Yamasoth’s maw while his gaze weapon is active takes a –4 penalty on its next saving throw against the gaze attack.

Polymorph Plague (Su) Any creature that has been affected by one of Yamasoth’s polymorph effects becomes “contagious.” For 24 hours after the creature’s initial transformation, any other creature that touches or is touched by the polymorphed creature must succeed at a Fortitude save (DC = 10 + 1/2 the polymorphed creature’s HD + the polymorphed creature’s Constitution modifier) to resist polymorphing into a creature identical to the current form of the polymorphed creature.

Qlippoth Lord Traits A qlippoth lord is a powerful and unique qlippoth that rules a significant portion of an Abyssal realm. Qlippoth lords possess the following traits.
  • Immunity to cold, death effects, mind-affecting effects, and poison.
  • Resistance to acid 30, electricity 30, and fire 30.
  • Horrific Appearance (Su) This ability functions similarly to the typical qlippoth ability, save that qlippoth lords’ horrific appearances often create physical effects and changes in their victims. Despite these physical effects, a qlippoth lord’s horrific appearance remains a mind-affecting effect.
  • Summon Qlippoth (Sp) Once per day, a qlippoth lord can summon any qlippoth or combination of qlippoth whose total combined CR is 20 or lower. This ability always works, and is equivalent to a 9th-level spell.
  • Telepathy 300 feet.
  • A qlippoth lord’s natural weapons, as well as any weapon it wields, are treated as chaotic, epic, and evil for the purpose of overcoming damage reduction.
  • Qlippoth lords can grant spells to their worshipers. Granting spells does not require any specific action on the qlippoth lord’s behalf. All qlippoth lords grant access to the domains of Chaos and Evil; in addition, they grant access to two other domains and a favored weapon that vary according to each qlippoth lord’s themes and interests.


Tentacle Transformation (Su) At the start of every oddnumbered round, three of Yamasoth’s tentacle tips transform into one of three different types of appendages—a serpent’s head, a clawed hand, or a metallic blade. The three tentacles all change into the same type of attack, and the change persists for 1 full round, after which the three tentacles revert to normal tentacles on every even-numbered round. While transformed, the limbs make the following types of attacks instead of tentacle attacks.
  • Blade: talon +36 (3d6+13/19-20)
  • Clawed Hand: claw +36 (2d6+13 plus bleed damage equal to the damage dealt by the claw)
  • Serpent Head: bite +36 (1d8+13 plus poison: bite—injury; save Fort DC 37; frequency 1/round for 12 rounds; effect 1d4 Dex drain and slowed for 1 round; cure 3 consecutive saves)

Description

Yamasoth, known also as the Polymorph Plague, dwells in the endless cavern realm of Sekatar- Seraktis in the Abyss. Constantly at war with bickering balor lords and other powerful demons, Yamasoth has held his own as the lord of the Abyss’s largest, most centralized region: the Kingdom of New Flesh. The “new flesh” in question consists of the qlippoth lord’s subjects— men and women from countless worlds who may have been kings and queens at one time, but here are nothing more than base monsters, vermin, and beasts to serve at Yamasoth’s whim. Some he feeds upon. Others he keeps for his harem. But the bulk of the denizens of the Kingdom of New Flesh are soldiers. In this army, other qlippoth serve as commanders and generals, particularly Yamasoth’s favored minions, the gongorinans (see page 90).

Unlike most qlippoth, Yamasoth does not necessarily prefer to kill but rather to transform. A human who sins and dies produces a soul that fuels the demonic horde, but a dumb beast or feral monster who dies is merely carrion. By transforming free-willed mortals into monsters, Yamasoth’s Army of the New Flesh only becomes more capable of ending worlds. Yamasoth’s centuries-long alliance with Runelord Alaznist may have eventually resulted in such an assault on Golarion, but the devastation of Earthfall ended those plans before Yamasoth’s burgeoning realm could finalize its gestation—proof that even in the greatest of disasters, some good is wrought.

Yamasoth’s interest in transformations goes far beyond mere polymorphing. The qlippoth lord is also fascinated by the act of fleshwarping and reworking life into new forms of mutants. Rumors state that the nature of the experiments that take place deep in the Kingdom of New Flesh closely mimic those the daemons performed in the Abyss so long ago that resulted in the first demons. In fact, some dissident demonologists claim Yamasoth himself is a nascent demon lord, and is in fact that first, primal demon born of daemonic tampering with Abyssal quintessence and sinful souls.

Creatures in "Qlippoth Lord" Category

NameCR
Chavazvug22
Isph-Aun-Vuln25
Qaur-Ooung23
Thuskchoon21
Yamasoth24

Qlippoth Lord

Source Bestiary 6 pg. 231
The creatures known as qlippoth (the singular and plural forms are the same) are as mysterious as they are horrifying, as one might expect of the first form of life imagined by reality. These monsters hail from a time when morality did not exist, when gods and mortals were unknown, when, perhaps, time itself had not yet begun to unfurl. Certainly, the qlippoth were old when the first proteans brought order to chaos and discovered the endless tunnels of the Abyss running through the underworld of the Outer Planes. What the race’s goals and desires may have been in that unimaginably distant past is unknown, and more to the point, cannot be known to minds that have the current reality as their only point of reference. Just as reality changes what it touches, so did the introduction of the qlippoth to the reality of the Outer Planes change them. Enemies of all they encounter, they warred on any who would dare encroach upon their domains. And when no enemies dared approach, the qlippoth took their wars to others instead, boiling up out of the Abyss in seemingly endless armies.

But as vast and potent as the qlippoth may be, there are those among them that eclipse the power of them all— unique and powerful qlippoth lords that rule the deepest and darkest Abyssal depths. The number of qlippoth lords active today represents only a small fraction of those that existed at the dawn of creation. As the eons wore on, the qlippoth lords were opposed by nearly all who learned of their existence. Demon lords, archdevils, empyreal lords, and the deities themselves have taken offense at the blasphemy of the qlippoth lords, and have destroyed many of the more powerful among them. Those who remain are either shadows of the qlippoth lords’ one-time glory or are so adept at hiding their true natures that none have yet glimpsed even hints of their forms.

The bulk of qlippoth lords range in strength from CR 21 to 25. More powerful creatures akin to the Horsemen or archdevils in stature may still exist in the deepest parts of the Abyss, but for now, these theoretical qlippoth demigods remain mysteries. Certainly, any active qlippoth lords are potent enough to threaten and endanger the bulk of mortal life when they choose to turn their attention to the Material Plane.

Some qlippoth have chosen to abandon their roots and accept the demonic as the new order of the Abyss. Qlippoth lords who accept sin and allow themselves to be transformed often gain a significant boost in power that catapults them out of this lower tier directly into the ranks of demon lords, but only at the cost of forever losing any tenuous alliances they may have had with the first lords of the Abyss. These former qlippoth lords are seen as the worst kind of traitors by the qlippoth and their masters, but for these qlippoth, the trade-off is more than worth it, as the power they now wield as demon lords is formidable. Demon lords who began existence as qlippoth lords include primeval entities like Dagon and Jubilex, but are hardly limited to these alone.

The four qlippoth lords presented on the following pages have interests in multiple Material Plane worlds. Others, such as the Polymorph Plague Yamasoth, the Warmonger Queen Shiggarreb, and the Enigma Clot Aonaurious, have focused their wrath on specific worlds or have yet to fully emerge from the deepest recesses of the Abyss to turn their attentions to the worlds beyond, and are not detailed in this book.

Qlippoth Lord Sanctums

Although the qlippoth lords are powerful, their strength does not equal that of their most hated enemies, the demon lords. But in their deepest, hidden lairs in the most remote corners of the Abyss, qlippoth lords are much more potent threats. As long as they remain in these domains (or can at least retreat there in times of need), they are well protected from retribution. These lairs are known as sanctums, and while methods of reaching and entering them are occult and obscure, a sanctum can be vast in size.

Within its sanctum, a qlippoth lord gains the following additional powers (with the exception of the mythic ability, the statistics presented on the following pages do not include these abilities).
  • Mythic: A qlippoth lord functions as a 10th-rank mythic creature, including having the mythic power ability (10/day, surge +1d12). It can expend uses of mythic power to use the mythic version of any spell-like ability denoted with a superscript “M,” just as if the ability were a mythic spell.
  • Rejuvenation: The mind of a qlippoth lord that is slain in its sanctum merges with a qlippoth of the lord’s choosing, selected from any living qlippoth within the lord’s sanctum. This functions as per major mind swap, except there is no save to avoid its effect and the typical qlippoth immunity to mind-affecting effects offers no protection. After 1d100 years, the qlippoth transforms into a new incarnation of its previous body as a qlippoth lord, but if slain before this transformation, the qlippoth lord is forever dead.
  • A qlippoth lord can use the following spell-like abilities once per day: astral projection, binding, demand, discern location, fabricate, major creation, miracle (limited to physical effects that manipulate the sanctum or to effects that are relevant to the qlippoth lord’s interests), and polymorph any object (when used on objects or creatures that are native to the sanctum, the polymorph duration factor increases by 6).