Chaos Beast (CR 8/MR 3)

This thing is a horrid mass of barbed tentacles, glaring eyes, and gnashing teeth, twisting upon itself and reshaping into new forms.

Mythic Chaos Beast (CR 8/MR 3)
XP 4,800
Pathfinder Roleplaying Game Bestiary 2
CN Medium outsider (chaotic, extraplanar, mythic)
Init +6; Senses darkvision 60 ft.; Perception +13


AC 22, touch 12, flat-footed 20 (+2 Dex, +10 natural)
hp 106 (9d10+57)
Fort +9, Ref +8, Will +4
Defensive Abilities amorphous, resistant to transformation; DR 5/ epic; SR 21


Speed 20 ft.
Melee 4 claws +15 (1d6+4/17-20/×3 plus corporeal instability)
Space 5 ft.; Reach 10 ft.
Special Attacks awful appendagesMA, mythic power (3/day, surge +1d6), rendMA (2 claws, 1d6+6)


Str 19, Dex 15, Con 16, Int 10, Wis 12, Cha 11
Base Atk +9; CMB +12; CMD 25 (can’t be tripped)
Feats Combat Reflexes, Improved Critical (claw)MF, Improved Initiative, Power Attack, Weapon Focus (claw)MF
Skills Acrobatics +14 (+10 jump), Climb +16, Escape Artist +14, Perception +13, Stealth +14, Swim +16


Environment any
Organization solitary or invasion (2–5)
Treasure none

Special Abilities

Awful Appendages (Ex) A mythic chaos beast has more control over its natural weaponry than its non-mythic counterparts. It has natural reach of 10 feet and can select a different damage type—bludgeoning, piercing, or slashing—for any claw as a free action. Each claw threatens a critical on a 19 or 20.

Corporeal Instability (Su) Claw—contact (curse); save Fort DC 19; effect amorphous body and 1 Wisdom and Charisma drain per round (see below); cure 3 consecutive saves.

A creature cursed with an amorphous body becomes a spongy, shapeless mass. Unless the victim manages to control the effect (see below), its shape constantly melts, flows, writhes, and boils. An affected creature is unable to hold or use any item. Clothing, armor, helmets, and rings become useless. Large items worn or carried—armor, backpacks, even shirts—hamper more than help, reducing the victim’s Dexterity score by 4. Speed is reduced to 10 feet or one-quarter normal, whichever is less. The victim gains the amorphous quality, but cannot cast spells or use magic items, and it attacks blindly, unable to distinguish friend from foe (–4 penalty on attack rolls and a 50% miss chance, regardless of the attack roll).

A victim can temporarily regain its own shape by taking a standard action to attempt a DC 19 Will save. A success reestablishes the creature’s normal form for 1 minute. Spells that change the victim’s shape (such as alter self, beast shape, elemental body, and polymorph) do not remove the curse, but hold the creature in a stable form (which might not be its own form, depending on the spell) and prevent additional Wisdom and Charisma drain for the duration of the spell; shapechange and stoneskin have a similar effect. The victim takes 1 point of Wisdom and Charisma drain from mental shock every round that it ends its turn in an amorphous shape—upon being drained to 1 Wisdom or Charisma, the amorphous body effect becomes permanent until removed via magic (no further number of saving throws can cure the condition at this time). The save DCs are Constitution-based and include a +2 racial bonus.

Create Spawn (Su) Creatures whose Wisdom and Charisma scores are reduced to 0 by a mythic chaos beast and remain at 0 for the next 1d4 minutes awaken as nonmythic chaos beasts when that time has elapsed. Spawn so created are under the command of the mythic chaos beast that created them and remain enslaved until its death, at which point they become free-willed. They do not possess any of the abilities they had in life.

Resistant to Transformation (Ex) Transmutation effects, such as polymorphing or petrification, force a chaos beast into a new shape, but at the start of its next turn, it immediately returns to its normal form as a free action.

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