Chaos Beast and Charda

So, Wednesdays are normally scheduled to have a 13th Age conversion of a Pathfinder 1e monster, but this week I noticed that neither of the next two monsters I was planning had a Pathfinder 2e conversion yet, and they both seemed a bit interesting. The chaos beast in particular, with its corporeal instability and a chance to experiment with randomized weapon traits a bit, so I decided to double up. This is not going to be the standard always, there were some monsters in previous weeks that didn’t have Pathfinder 2e appearances yet and I didn’t add one, but sometimes it may happen if it catches my attention.

Chaos beasts are, as the name suggests, creatures of pure chaos. They have no true body or form, instead constantly shifting and changing without purpose or goal. The beast itself has no control over these changes, which can sometimes seem to inhibit its fighting capabilities. While it may sprout dozens of tentacles, or spines like a porcupine, or any number of other offensive or defensive features, they never last long enough for it to really take advantage of. The ever changing nature of its body also slows it down somewhat, making it a bit clumsy as it adjusts to gaining and losing limbs every step. The greatest threat of the chaos beast is the curse its strikes carry, causing the target’s body to begin shifting and melting. No creatures are actually equipped to handle their body acting like this, and it shocks the mind and body. Intense focus can hold the victim’s body together for a time, but until the curse breaks it is always a temporary measure as eventually the body starts reshaping again.

Charda are mysterious, compact humanoids that live in deep underground regions, where the mysterious Black Bile can be found. Supernaturally cold and ancient beyond knowing, the Black Bile comes from an unknown source, perhaps the blood of a forgotten god, or some other creature of primordial origins. Investigating this is difficult, due to the isolated nature of the Bile, the fact that it loses its magical properties when taken too far from its origin, and the charda who live around and protect it. Distrustful of outsiders (and who can blame them, given their neighbors), these small, armored, four-armed people live along the shores of the freezing lakes, rarely venturing away aside when hunting and foraging. They are prideful and individualistic, often refusing assistance in battle and looking down upon those who need help.

These stat blocks were inspired by the Pathfinder 1e Bestiary 2.

Pathfinder 2e

Chaos Beast Creature 7
Rare CN Medium Aberration
Perception +12; darkvision
Skills Acrobatics +14, Athletics +16, Stealth +14
Str +5, Dex +3, Con +4, Int +0, Wis +1, Cha +0
AC 22; Fort +15, Ref +14, Will +12; +1 status to all saves vs. magic
HP 142
Resistant to Transformation [free action] If the chaos beast is subjected to any effect which would change its form at the start of its turn, such as being polymorphed or petrified, it attempts to counteract the effect (counteract rank 4, counteract modifier +17).
Speed 20 feet
Melee random limb +16, Damage 2d8+8 bludgeoning, piercing, or slashing (see shifting limbs), plus corporeal instability
Corporeal Instability (curse, occult, virulent); Saving Throw Fortitude DC 22; Stage 1 The victim’s body begins melting and reshaping, reducing all the victim’s speeds by 10 feet to a minimum of 10 feet, and inflicting 1d4 mental damage, clumsy 1 and stupified 1 (1 round). Stage 2 Speed reduced by 10 feet to a minimum of 10 feet, 1d4 mental damage and the clumsy and stupified conditions both increase to 2 (1 round); Stage 3 Speed reduced by 20 feet to a minimum of 10 feet, 2d4 mental damage and the conditions both increase to 3 (1 round); Stage 4 Speeds reduced by 20 feet to a minimum of 10 feet, 4d4 mental damage and the conditions increase to 4 (permanent). As an action with the concentrate trait, a cursed creature can attempt a DC 20 Will save; on a success, it can ignore the clumsy condition and speed reduction, and does not need to make any saves against this curse for 1 minute. Additionally, any spell or other magic that transforms the cursed creature prevents this curse from advancing during the duration of the transformation.
Shifting Limbs (polymorph) At the start of each of its turns, the chaos beast’s body shifts and warps into something new. Its attacks change at random. Roll 1d6 to determine the damage type it deals; 1-2: bludgeoning. 3-4: piercing. 5-6: slashing. Additionally, roll 1d10 to determine a trait or additional effect the chaos beast’s attacks gain; 1: agile. 2: backswing. 3: deadly d10. 4: disarm. 5: forceful. 6: grab. 7: reach 10 feet. 8: shove. 9: sweep. 10: trip.

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