Pleroma

Pathfinder Remaster. Stats use the Pathfinder Remaster rules from Pathfinder Monster Core.

The Pleroma is a Level 20 creature, with Armor Class 45 and 335 hit points. The Pleroma is a supreme arbiter of existence that maintains the cosmic balance through the literal manifestation of life and nothingness.

Pleroma, original Pathfinder 2e monster artwork by ZapGM

Stat Block

Abilities & Attacks

Hit Points: 335 (regeneration 20 (deactivated by spirit)) Saving Throws: +1 status to all saves vs. magic Envisioning (aura, divine, mental). 100 feet. A pleroma can communicate mentally with any creatures in the aura using wordless psychic projections. They don't need to share a language, though the aeon's meaning to non-aeons can be vague and is often mysterious. An aeon can use this ability to communicate flawlessly with any other aeon on the same plane as itself. Lifesense 120 feet. Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the vitality energy animating living creatures and the void energy animating undead creatures, much as sight distinguishes colors. At-Will Spells. The monster can cast its at-will spells any number of times without using up spell slots. Constant Spells. A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires. +1 Status to All Saves vs. Magic Regeneration 20 (Deactivated by Spirit). This monster regains the listed number of Hit Points each round at the beginning of its turn. Its Dying condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4. Reality Twist (reaction). Trigger The pleroma critically fails a saving throw. Effect The critical failure becomes a normal failure. Generate Sphere (2 actions) (concentrate, divine). The pleroma manifests a 2-foot-diameter sphere of energy—either a white sphere of creation that hovers above their left hand or a black sphere of oblivion above their right. This action has the vitality trait for a sphere of creation or the void trait for a sphere of oblivion. A sphere vanishes after 1 minute, when it is more than 300 feet from the pleroma, or when the pleroma Generates a Sphere of that type again. A sphere of oblivion winks out of existence when it vanishes, but a sphere of creation explodes in blinding light—each creature in a 30-foot emanation must succeed at a DC 43 Fortitude save or be permanently Blinded. This is a light effect. Propel Sphere (1 action) (concentrate, divine). Requirements The pleroma has a sphere of creation or sphere of oblivion active. Effect The pleroma makes one of its spheres fly 10 feet in any direction, ignoring difficult terrain and greater difficult terrain. A sphere of creation creates new matter in its path, which the pleroma can have manifest as normal terrain, difficult terrain, greater difficult terrain, or a cube of solid mater (such as clay, wood, or stone). A sphere of oblivion destroys unattended objects it touches, though larger objects are destroyed at a rate of one 10-foot cube per round of contact. The sphere can enter the space of a creature; when it does, the creature takes 20d6 damage with a DC 43 Fortitude save. This is an incapacitation effect. Success The creature takes no damage and is pushed out of the sphere to the nearest open space of the GM's choice. Failure The creature takes full damage; this is vitality damage for a sphere of creation or void damage for a sphere of oblivion, but it can damage any type of creature regardless of its normal immunities. The creature is then pushed out of the sphere as on a success. A creature reduced to 0 HP is slain instead of being pushed out, either merged with new matter for a sphere of creation or completely destroyed for a void of oblivion; the creature can be restored only via a Wish ritual or similarly powerful effect. This is a death effect. Critical Failure As failure, but the creature takes double damage.

Common Questions

How much HP does a Pleroma have?

335 hit points.

What level is a Pleroma?

Level 20.

What is a Pleroma's Armor Class?

AC 45.

How fast can a Pleroma move?

Speed fly 40 ft., unfettered movement.

Use Pleroma at your table

Original custom artwork found nowhere else on the web, free to view. Copy-paste the full stat block straight into your notes, a Word doc, or your VTT, or sign in to claim Pleroma into a ZapGM campaign and customize it further.

License

This product is licensed under the ORC License located at the Library of Congress at TX 9-307-067 and available online at various locations including paizo.com/orclicense, azoralaw.com/orclicense, and others. All warranties are disclaimed as set forth therein.

Game mechanics on this page are based on Pathfinder Monster Core © 2024 Paizo Inc. Full attribution is on zapgm.com/legal.

The game mechanics ZapGM publishes from these books remain ORC Licensed Material: you may reuse them under the ORC License.

The creature description and artwork are ZapGM Reserved Material.

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