Library / Bestiary

Qlippoth, Thulgant

CR 18.00 Outsider CE Large
This monster has ten spidery legs, a head writhing with dripping tentacles above a clutch of red eyes, and three whipping stingers.

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.

STR
26
DEX
34
CON
29
INT
24
WIS
27
CHA
25
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 from Feat

<p class="stat-block-1"> You can choose to take a &ndash;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 &ndash;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>

Combat Reflexes from Feat

<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>

Critical Focus from Feat

<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>

Improved Critical from Feat

<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>

Lightning Reflexes from Feat

<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>

Vital Strike from Feat

<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

spell-like abilities:
Constant—Cloak Of Chaos, Constant—Displacement, Constant—Freedom Of Movement, Constant—True Seeing, At will—Dimension Door, At will—Dispel Magic, Greater, At will—Telekinesis, 3/day—Dimension Door, 3/day—Flesh To Stone, 3/day—Word Of Chaos, 1/day—Binding, 1/day—Plane Shift, 1/day—Telekinetic Sphere, 1/day—Temporal Stasis
Details
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
Sources Used in This Record
23 House/Core
  • Uses feat: Combat Expertise (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Combat Reflexes (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Critical Focus (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Greater Vital Strike (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Improved Critical (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Improved Vital Strike (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Lightning Reflexes (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Staggering Critical (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Vital Strike (Feat)
    House/Core — covered by the site's Section 15.
  • Knows spell: Cloak Of Chaos (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Displacement (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Freedom Of Movement (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: True Seeing (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Dimension Door (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Dispel Magic, Greater (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Telekinesis (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Dimension Door (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Flesh To Stone (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Word Of Chaos (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Binding (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Plane Shift (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Telekinetic Sphere (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Temporal Stasis (Spell)
    House/Core — covered by the site's Section 15.
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.