Library / Bestiary

Neh-Thalggu

CR 8.00 Aberration CE Large HD 10
This crab-like nightmare has a lamprey mouth, twitching eyes on its legs, and several blisters along its back that hold human brains.

Known also as brain collectors, the alien neh-thalggus hail from distant worlds, traveling the gulfs of space on immense living ships that swiftly decay when they land upon a new world, leaving behind a deadly cargo of hungry monsters. Neh-thalggus are carnivores, but they do not digest humanoid brains they eat—rather, these brains lodge in one of several bulbous blisters on the creature's back and help to increase its intellect.

Some speculate that neh-thalggus encountered in this reality may merely be juveniles of their kind, perhaps exiled from their home worlds by greater kin until they can prove their worth on other worlds. Their brain collections may be a morbid form of currency in their home realm, or the thoughts in these brains may merely be fuel for a dark apotheosis into an even more sinister mature form.

HP
105 (10d8+60)
AC
21, touch 19, flat-footed 18 (+3 Dex, +2 natural, +7 insight, -1 size)
Init
+7
Speed
10 ft., fly 40 ft. (perfect)
Fort
+9
Ref
+6
Will
+11
BAB
+7
CMB
+15
CMD
35 (cannot be tripped)
Melee
bite +13 (1d8+7 plus poison), 2 claws +13 (1d6+7)
Space
10 ft.
Reach
5 ft.
DR
10/magic
SR
19
str
24
+7
dex
16
+3
con
23
+6
int
19
+4
wis
18
+4
cha
17
+3

rend (2 claws, 2d6+7)

Brain Collection — A neh-thalggu can store up to seven humanoid brains and use them to enhance its knowledge and power. Each stored brain grants a neh-thalggu a cumulative +1 insight bonus to AC, concentration checks, and Knowledge checks. A neh-thalggu can extract a brain from a helpless opponent with a coup de grace attack, or as a standard action from a body that has been dead for no more than 1 minute. A neh-thalggu that has fewer than seven brains gains one negative level for each missing brain. These negative levels can never become permanent, but they can only be removed by replacing one of its collected brains. The stats presented here assume a monster with a full collection.

Strange Knowledge — All Knowledge skills are class skills for neh-thalggus.

Universal Monster Rules

Poison (bite) Ex from Universal Monster Rule
A creature with this ability can poison those it attacks. The effects of the poison, including its save, frequency, and cure, are included in the creature's description. The saving throw to resist a poison is usually a Fort save (DC 10 + 1/2 the poisoning creature's racial HD + the creature's Con modifier; the exact DC is given in the creature's descriptive text). Poisons can be removed through neutralize poison and similar effects.
Rend (2 claws, 2d6+7) Ex from Universal Monster Rule
If it hits with two or more natural attacks in 1 round, a creature with the rend special attack can cause tremendous damage by latching onto the opponent's body and tearing flesh. This attack deals an additional amount of damage, but no more than once per round. The type of attacks that must hit and the additional damage are included in the creature's description. The additional damage is usually equal to the damage caused by one of the attacks plus 1-1/2 times the creature's Strength bonus.

Special Abilities

Brain Collection from text
A neh-thalggu can store up to seven humanoid brains and use them to enhance its knowledge and power. Each stored brain grants a neh-thalggu a cumulative +1 insight bonus to AC, concentration checks, and Knowledge checks. A neh-thalggu can extract a brain from a helpless opponent with a coup de grace attack, or as a standard action from a body that has been dead for no more than 1 minute. A neh-thalggu that has fewer than seven brains gains one negative level for each missing brain. These negative levels can never become permanent, but they can only be removed by replacing one of its collected brains. The stats presented here assume a monster with a full collection.
Strange Knowledge from text
All Knowledge skills are class skills for neh-thalggus.

Feats, Traits & Items

Arcane Strike from Feat

As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.

Combat Reflexes from Feat

You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

Eschew Materials from Feat

You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.

Extend Spell from Feat

An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. An extended spell uses up a spell slot one level higher than the spell's actual level.

You get a +4 bonus on initiative checks.

Calculated: +4 Initiative
Power Attack from Feat

You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Fly +15, Knowledge (arcana, dungeoneering, and planes) +23, Perception +17, Sense Motive +17, Spellcraft +17, Stealth +12, Use Magic Device +16

sorcerer spells known:
3rd (5/day)—Lightning Bolt (DC 16), 3rd (5/day)—Hold Person (DC 16), 2nd (7/day)—Acid Arrow, 2nd (7/day)—Alter Self, 2nd (7/day)—Invisibility (DC 15), 1st (7/day)—Grease (DC 14), 1st (7/day)—Magic Missile, 1st (7/day)—Ray Of Enfeeblement (DC 14), 1st (7/day)—Shield, 1st (7/day)—Unseen Servant, At will—Acid Splash, At will—Dancing Lights, At will—Detect Magic, At will—Mage Hand, At will—Open/Close (DC 13), At will—Prestidigitation (DC 13), At will—Read Magic
Details
Type
Aberration
Alignment
CE
Size
Large
Environment
any
Organization
solitary
Treasure
double
Senses
darkvision 60 ft.; Perception +17
Languages
Abyssal, Aklo, Common, Draconic, Protean, Undercommon; telepathy (100 feet)
Source
Bestiary 2
Source

Bestiary 2

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
23 House/Core
  • Uses feat: Arcane Strike (Feat) — core content under OGL 1.0a
  • Uses feat: Extend Spell (Feat) — core content under OGL 1.0a
  • Uses feat: Combat Reflexes (Feat) — core content under OGL 1.0a
  • Uses feat: Eschew Materials (Feat) — core content under OGL 1.0a
  • Uses feat: Improved Initiative (Feat) — core content under OGL 1.0a
  • Uses feat: Power Attack (Feat) — core content under OGL 1.0a
  • Knows spell: Lightning Bolt (Spell) — core content under OGL 1.0a
  • Knows spell: Hold Person (Spell) — core content under OGL 1.0a
  • Knows spell: Acid Arrow (Spell) — core content under OGL 1.0a
  • Knows spell: Alter Self (Spell) — core content under OGL 1.0a
  • Knows spell: Invisibility (Spell) — core content under OGL 1.0a
  • Knows spell: Grease (Spell) — core content under OGL 1.0a
  • Knows spell: Magic Missile (Spell) — core content under OGL 1.0a
  • Knows spell: Ray Of Enfeeblement (Spell) — core content under OGL 1.0a
  • Knows spell: Shield (Spell) — core content under OGL 1.0a
  • Knows spell: Unseen Servant (Spell) — core content under OGL 1.0a
  • Knows spell: Acid Splash (Spell) — core content under OGL 1.0a
  • Knows spell: Dancing Lights (Spell) — core content under OGL 1.0a
  • Knows spell: Detect Magic (Spell) — core content under OGL 1.0a
  • Knows spell: Mage Hand (Spell) — core content under OGL 1.0a
  • Knows spell: Open/Close (Spell) — core content under OGL 1.0a
  • Knows spell: Prestidigitation (Spell) — core content under OGL 1.0a
  • Knows spell: Read Magic (Spell) — core content under OGL 1.0a
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