Neothelid
Dwelling only in the deepest reaches of the underworld, the immense neothelids once ruled empires in the depths, yet their numbers have been vastly reduced as other races have proven swifter to breed and adapt. Today, the neothelid is a legend, the subject of tales of horror among those few to have experienced the creature's wrath in person and lived to tell about it.
Neothelids are served by all manner of strange worm-like creatures, minions they use to observe and wage war against their enemies. The neothelids themselves were spawned by even more horrific entities, ageless horrors from strange dimensions beyond the edge of known reality—the neothelids see themselves as the chosen agents of these malevolent forces, working to ready the world for their return.
- HP
- 230 (20d8+140)
- AC
- 30, touch 4, flat-footed 30 (-2 Dex, +26 natural, -4 size)
- Speed
- 30 ft., fly 60 ft. (good)
- Init
- +2
- Melee
- 4 tongues +21 (3d6+10/19-20 plus grab)
- Space
- 20 ft.
- Reach
- 20 ft.
- BAB
- +15
- CMB
- +29 (+33 grapple)
- CMD
- 37 (can't be tripped)
- Fort
- +15
- Ref
- +4
- Will
- +16
- DR
- 10/cold iron
- SR
- 26
breath weapon (50-ft. cone, 14d10 acid, Reflex DC 27 half, once every 1d4 rounds)
Mind Thrust — As a standard action up to three times a day, a neothelid can deliver a massive blast of mental energy at any one target within 60 feet, inflicting 15d10 points of damage. A successful DC 25 Will save negates the effect. This effect can only harm creatures with Intelligence scores. This is a mind-affecting effect. The save DC is Charisma-based.
Psychic Crush — As a standard action up to three times a day, a neothelid can attempt to crush the mind of a single creature within 60 feet. The target must make a DC 25 Will save or collapse, becoming unconscious and dying at –1 hit points. If the target succeeds on the save, it takes 6d6 points of damage and is sickened for 1 round. This is a mind-affecting effect. The save DC is Charisma-based.
swallow whole (2d6+10 plus 2d6 acid, AC 23, hp 23)
Cleave, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Critical (tongue), Improved Initiative, Improved Overrun, Iron Will, Power Attack, Quicken Spell-Like Ability (suggestion)
Bluff +25, Climb +33, Diplomacy +25, Fly -4, Intimidate +28, Knowledge (arcana) +26, Perception +25, Spellcraft +26
- Type
- Aberration
- Alignment
- CE
- Size
- Gargantuan
- Environment
- any underground
- Organization
- solitary, pair, or cult (3-5 plus 4-12 charmed slaves of various races)
- Treasure
- standard
- Senses
- blindsight 100 ft., trace teleport 60 ft.; Perception +25
- Languages
- Aklo, Terran, Undercommon; telepathy 100 ft.
- Source
- Bestiary
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