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Havero

An immense mass of flesh and a tangle of impossibly long tentacles, this entity boggles the mind with its immensity.

Creatures in "Havero" Category

NameCR
Havero24
Havero Tentacle6

Havero, Havero Tentacle

Havero Tentacle CR 6

Source Curse of the Crimson Throne (PFRPG) pg. 473
XP 2,400
NE Large aberration
Init +1; Senses blindsense 60 ft.; Perception +5

Defense

AC 19, touch 10, flat-footed 18 (+1 Dex, +9 natural, –1 size)
hp 66 (7d8+35)
Fort +7, Ref +3, Will +10
DR 5/slashing; Immune cold, mind-affecting effects, poison, vision-based effects; Resist acid 10, fire 10

Offense

Speed 0 ft.
Melee tentacle +13 (2d6+13 plus grab)
Space 5 ft., Reach 60 ft.
Special Attacks constrict (2d6+9)

Statistics

Str 28, Dex 12, Con 20, Int —, Wis 20, Cha 10
Base Atk +5; CMB +15; CMD 26
SQ no breath

The word “havero” has its roots in ancient Thassilonian, roughly translating into “smothering arms.” The existence of haveros was first confirmed, accidentally, through divination magic used by stargazers of ancient Thassilon. Seeking larger, more potent beasts to conjure and command, Thassilonian sages among the order known as the Thrallkeepers gradually uncovered a massive creature capable of spawning unlimited clawed horrors that dwelled far beyond the range of most remote viewing devices. Intrigued by a new potential source of power buried somewhere in the night sky, the Thrallkeepers engaged in a foolish race to be the first to secure a havero.

Horrifically, haveros are not the mere imaginings of those sages who chronicle the heavens. They are entities of pure darkness, and on terrible occasions a lone havero has been drawn to Golarion, putting all the races of the world into reach of its ruinous arms.

Ecology

Although their thought processes are too alien to permit interpretation, haveros are decidedly malevolent. A havero’s telepathy is theoretically limitless in range, although when sending its mind across galaxies, its mental projections require considerable time to travel. The Thrallkeepers theorized that the accidental interception of haveros’ stray thoughts might be a cause for some forms of madness and inexplicable genius. Some scholars have even hypothesized that the ancient Thrallkeepers were able to transport haveros to Golarion not because of their own discoveries, but because the haveros quietly sent them the necessary ideas for how they might accomplish the feat.

Habitat and Society

An ancient tome of starry observations and occult lore titled On Verified Madness refers to the haveros’ home as the farthest corner of the Dark Tapestry. Haveros have no natural niche on Golarion and they exist there only due to the machinations of those who once had both the power and the recklessness to transport them to this world.

Havero Tentacle

A single havero has the potential to overwhelm even experienced PCs. GMs who wish to model the threat of a havero without killing the entire adventuring party can use the statistics below for a lone havero tentacle, perhaps poking through an interdimensional portal or snaking up from a deep canyon. However, destroying a single one—or even a handful—of the havero’s tentacles doesn’t kill the horror, but only buys the PCs enough time to escape and live to see another day.