Spheres of annihilation suck don’t they? (Facing one in combat, that is. If you’re in control of one, wheeee!)
But…what if one of those spheres was somebody’s egg?
That’s what you get with the oblivion…a one-eyed, Colossal smoke cloud from the Negative Energy Plane that leaves a trail of annihilation, dubiety (man, that’s a good word), and enslaved servants of entropy in its wake…and which might, maybe, possibly have hatched from a sphere of annihilation. Who’s to know? You’ll already be dust and dubiety (woo!) before you find out.
Stat-wise, it’s pretty clear that the oblivion is meant to be the penultimate or even the final monster of a campaign. It sneezes through damage reduction. It disintegrates at will. (Yeah, you read that right; disintegrate is a cantrip to this thing.) You can’t banish it unless you’ve got an artifact or you’re a god…you get the idea. Oblivions mean to deliver just that—oblivion, and the eventual end of the cosmos—and only the mightiest heroes have a prayer of stopping one.
Arcanist Aron of the Black Rod is the most famous mage of the age…perhaps of any age since the falling of the White Tower. His vanishing in the Year of Lost Hope was met with alarm across the continent, and his return in the Year of the Shadowed Griffon was enough to turn back the orc horde at Karsum. He has walked the worlds many times since then, each time becoming more powerful and more distant from mortal men. His latest planewalk was once too many, however. He fell to the touch of an oblivion, and the “Aron” that returned is a servant of entropy who is currently preparing a ritual to summon his dire master.
The oblivion known as the Dustsinger is responsible for the deaths of at least three planets: the Flesh Orb (now a spheroid lattice of bone and rotted tendons known as the Cage), the former forest moon of Nesserit (whose fey, driven mad with grief, are more undead than faerie), and Ossus. This last planet put up the best fight against the Dustsinger, and it’s said that the cat-headed goddess Bastet helped her worshippers escape to another world—at the cost of one of her lives.
A band of adventurers has been mercenary, larcenous, duplicitous, backstabbing, and murderous…and that’s on their best day. But they find themselves forced into new roles as heroes when one of their oldest allies, the sorcerer-magistrate Inwelm, unleashes an oblivion in the very heart of Singate. With the White Rose paladins in exile (the adventurers’ fault), the High Prelate jailed in disgrace (ditto), and the duke dying of night pox (a coincidence, though they did raid his treasury), only Singate’s worst adventurers stand between the oblivion and the city’s—and then the world’s—destruction.
—Pathfinder Bestiary 6 202–203
Hi guys! It’s The…Fortnightly Bestiary? Sigh. I’m trying. But hey, I wrote an adventure seed for evil PCs!
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