CE Large aberration
Init +7; Senses darkvision 60 ft.; Perception +17
AC 21, touch 19, flat-footed 18 (+3 Dex, +2 natural, +7 insight, –1 size)
hp 105 (10d8+60)
Fort +9, Ref +6, Will +11
DR 10/magic; Immune confusion effects; SR 19
Speed 10 ft., fly 40 ft. (perfect)
Melee bite +13 (1d8+7 plus poison), 2 claws +13 (1d6+7)
Space 10 ft.; Reach 5 ft.
Special Attacks rend (2 claws, 2d6+7)
Sorcerer Spells Known (CL 7th; concentration +17)
3rd (5/day)—lightning bolt (DC 16), hold person (DC 16)
2nd (7/day)—acid arrow, alter self, invisibility
1st (7/day)—grease (DC 14), magic missile, ray of enfeeblement (DC 14), shield, unseen servant
0 (at will)—acid splash, dancing lights, detect magic, mage hand, open/close, prestidigitation, read magic
Str 24, Dex 16, Con 23, Int 19, Wis 18, Cha 17
Base Atk +7; CMB +15; CMD 35 (cannot be tripped)
Feats Arcane Strike, Extend Spell, Combat Reflexes, Eschew MaterialsB, Improved Initiative, Power Attack
Skills Fly +15, Knowledge (arcana) +23, Knowledge (dungeoneering) +23, Knowledge (planes) +23, Perception +17, Sense Motive +17, Spellcraft +17, Stealth +12, Use Magic Device +16
Languages Abyssal, Aklo, Common, Draconic, Protean, Undercommon; telepathy (100 feet)
SQ brain collection, strange knowledge
Brain Collection (Ex)
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
Bite—injury; save Fort DC 21; frequency 1/round for 6 rounds; effect 1d2 Strength damage and staggered; cure 2 consecutive saves.
The save DC is Constitution-based.
A neh-thalggu casts spells as a 7th-level sorcerer. For each negative level
it takes from missing brains, its caster level is reduced by 1. A
neh-thalggu with no collected brains cannot cast any of its spells.
Strange Knowledge (Ex) All Knowledge skills are class skills for neh-thalggus.