Library / Bestiary

Neothelid

CR 15.00 Aberration CE Gargantuan
Its slime-drenched length coiled upon itself in a shuddering mountain, this huge worm's tentacled head rises like a snake's.

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.

STR
30
DEX
7
CON
24
INT
16
WIS
15
CHA
21
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)

Bluff +25, Climb +33, Diplomacy +25, Fly -4, Intimidate +28, Knowledge (arcana) +26, Perception +25, Spellcraft +26

spell-like abilities:
Constant—Fly, At will—Detect Thoughts, At will—Charm Monster, At will—Suggestion, At will—Telekinesis, At will—Teleport, At will—Poison, 3/day—Suggestion
Details
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
OGL 1.0a Notice. Pathfinder-derived Open Game Content on this page is used under the Open Game License v1.0a and Section 15 notice.