Qlippoth, Thulgant
The dreaded thulgant is among the most dangerous of the qlippoth, for it supports an array of deadly and painful physical attacks with a wide range of potent magical powers. Born from the cannibalistic orgies of augnagar qlippoth, each thulgant exists for one purpose only—the eradication of all demons from the Abyss.
Yet thulgants do not spend all of their lives hunting and destroying demons. They rule horrific hives deep in the Abyss populated by all manner of hideous minions, many of which are bound into servitude via binding spells. These qlippoth are fond of decorating their lairs with petrified or enstasised victims of great power—the more powerful the victims, the greater the prestige held by the thulgant.
- HP
- 290 (20d10+180); fast healing 10
- AC
- 33, touch 25, flat-footed 21 (+4 deflection, +12 Dex, +8 natural, -1 size)
- Speed
- 40 ft., climb 40 ft, fly 60-ft. (good).
- Init
- +12
- Melee
- 3 stings +27 (1d6+8/19-20 plus ability drain), 5 tentacles +22 (1d6+4 plus 2d6 acid)
- Space
- 10 ft.
- Reach
- 10 ft.
- BAB
- +20
- CMB
- +29
- CMD
- 55 (71 vs. trip)
- Fort
- +25
- Ref
- +30
- Will
- +18
- DR
- 15/cold iron and lawful
- SR
- 25 vs. lawful spells and creatures
- Defensive Abilities
- displacement, evasion, freedom of movement
Weapons: Martial, Simple
Horrific Appearance — Creatures that succumb to a thulgant's horrific appearance are stunned for 1d4 rounds and take 1d6 points of Wisdom damage.
Savage Stingers — If a thulgant hits a single target with all three stings in the same round, it tears through the victim's body, dealing an extra 3d6+12 points of damage and draining an additional 2 ability points from all six of the victim's ability scores. A single DC 29 Fortitude save negates all of this additional ability drain. The save DC is Constitution-based.
Demon Hunter — A thulgant gains a +10 racial bonus on caster level checks to penetrate the spell resistance of any demon. Its attacks are treated as cold iron and good against demons.
Combat Expertise, Combat Reflexes, Critical Focus, Greater Vital Strike, Improved Critical (sting), Improved Vital Strike, Lightning Reflexes, Quicken Spell-Like Ability (dimension door), Staggering Critical, Vital Strike
<p class="stat-block-1"> You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.</p>
<p class="stat-block-1"> 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.</p>
<p class="stat-block-1"> You receive a +4 circumstance bonus on attack rolls made to confirm critical hits.</p>
<p class="stat-block-1"> When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack four times and add the results together before adding bonuses from Strength, weapon abilities (such as <i>flaming</i>), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.</p>
<p class="stat-block-1"> When using the weapon you selected, your threat range is doubled.</p>
<p class="stat-block-1"> When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack three times and add the results together before adding bonuses from Strength, weapon special abilities (such as <i>flaming</i>), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.</p>
<p class="stat-block-1"> You get a +2 bonus on all Reflex saving throws.</p>
<p class="stat-block-1"> Whenever you score a critical hit, your opponent becomes staggered for 1d4+1 rounds. A successful Fortitude save reduces the duration to 1 round. The DC of this Fortitude save is equal to 10 + your base attack bonus. The effects of this feat do not stack. Additional hits instead add to the duration.</p>
<p class="stat-block-1"> When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as <i>flaming</i>), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.</p>
Acrobatics +35 (+39 jump), Bluff +30, Climb +36, Fly +33, Intimidate +27, Knowledge (arcana) +27, Knowledge (history) +30, Knowledge (planes) +30, Perception +31, Sense Motive +31, Spellcraft +27, Stealth +31, Use Magic Device +30
- Type
- Outsider
- Alignment
- CE
- Size
- Large
- Environment
- any (Abyss)
- Organization
- solitary, pair, or patrol (3-4)
- Treasure
- double
- Senses
- darkvision 60 ft., true seeing; Perception +31
- Languages
- Abyssal; telepathy 100 ft.
- Source
- Bestiary 2
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.
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Uses feat: Combat Expertise (Feat)Core content from Paizo Inc., reproduced by TheCrazyGM under OGL 1.0a — see the Section 15 notice.
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