SFS Standard Omnipath Creature 18

Omnipaths are military leaders who pilot god-killing starships or command fleets of remote war machines. Omnipaths achieve their lofty positions through ambition and have few scruples, never hesitating to control other beings when it suits their schemes. Minds touched by an omnipath often lose important memories when released or, worse, glimpse shards of the omnipath's alien mindscape that linger long after the connection is severed.

Elite Weak Omnipath Creature 18

Recall Knowledge DC 38 (includes +2 from Uncommon) 40 (includes +2 from Uncommon) 41 (includes +2 from Uncommon)
Aberration (Occultism)
Perception +30 (darkvision)
Languages Aklo, Alghollthu, Common
Skills Athletics +25, Deception +34, Diplomacy +32, Intimidation +34, Lore +37, Occultism +37, Piloting +32, Warfare Lore +37
Str +5 Dex +6 Con +5 Int +9 Wis +8 Cha +10
Nanite Mesh An omnipath maintains a bond with up to 20 other willing creatures. Creatures in the mesh always know the general distance and direction toward other bonded creatures, any conditions affecting them, and if they're unconscious, dying, or dead. These creatures can communicate telepathically while on the same plane and can Recall Knowledge using the highest relevant skill modifier of any creature in the mesh. An omnipath can target any creature in its mesh with a mental spell from any distance as long as they can telepathically communicate with it, and any of these spells with the incapacitation trait lose that trait while argeting a creature in the omnipath's mesh.
Nanite Projection As voidsage, but affecting any creature in the nanite mesh.

AC 42
Fort +26
Ref +32
Will +36
HP 245
Immunities mental
Resistances cold 15, electricity 20
Nanite Network (aura, tech) 30 feet. An omnipath exudes a cloud of nanites. Creatures in the aura take a –3 status penalty to saving throws against the omnipath's spells and its Merge Minds ability.
Revert [reaction] As voidsage, but 100 temporary Hit Points.

Speed 10 feet, fly 60 feet
Melee [one-action] triple jaw +33 (magicalreach 10 feet), Damage 4d12+7 piercing plus quantum nanites
Melee [one-action] tail +33 (agilereach 15 feet), Damage 3d12+7 bludgeoning
Ranged [one-action] thought barrage +34 (mentalrange increment 120 feet), Damage 10d6 mental
Occult Innate Spells DC 40, attack +32 (+2 damage to cantrips, +4 damage to other spells) (-2 damage to cantrips, -4 damage to other spells); 9th 8th 7th 6th
dominate (×3)
telekinetic strangulation
5th
overload systems
4th 3rd
skim data (at will)
void whispers (×3)
1st
Akashic download
delete (at will)
Cantrips (9th)
analyze target
Merge Minds [one-action] (incapacitationmentaloccult) The omnipath forces an unwilling creature within 500 feet to join their nanite mesh. The creature attempts a DC 33 Will save.
SuccessThe creature is unaffected.
FailureThe creature joins the nanite mesh for 10 minutes.
Critical FailureThe creature joins the nanite mesh for 24 hours.
Quantum Nanites (diseaseocculttech) As voidsage, but DC 33.
Release the Nanites [free-action] The omnipath severs a creature from their nanite mesh. The creature must attempt a DC 33 Will save. On a failure, the target is stupefied 2 for 1 round, and the memory of any time spent while inside the nanite mesh is permanently erased; on a critical failure, the target is also confused for 1 round.

All Creatures in "Algholthu"

NameLevelSpoiler
Voidsage8
Omnipath18

Algholthu

Long ago, this species of aquatic occultists departed Lost Golarion toward distant stars. Alghollthus psychically manipulated other creatures in eras past in a long experiment that ultimately failed. They embraced nanotechnology to adapt their bodies for interstellar travel and sailed into the void of space inside living ships. Alghollthus learned to use their nanites to control biotech remote war machines, or shells, as surrogate bodies. They rarely puppet other thinking creatures when they're in need of a host body, and many modern alghollthus consider doing so anathema.

Alghollthu societies are hierarchal and fiercely competitive. In theory, anyone can rise to a position of power, but getting there is a struggle. Larvae fight for social standing almost from birth. When alghollthus duel, the winner absorbs the loser's nanites, empowering them and leaving their defeated foe a sad husk fit only for toil and service. Most alghollthus eventually become fodder for more powerful individuals. The few who thrive become voidsages. Voidsages and their inglorious attendants follow powerful omnipaths, eventually vying for the apex position when their leader grows too careless or complacent to cow the others. Alghollthu leaders feud constantly, uniting only for the purposes of hunting and killing divine beings.