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    Neh-Thalggu

    This crab-like nightmare has a lamprey mouth, twitching eyes on its legs, and several blisters along its back that hold human brains.

    Neh-Thalggu CR 8

    XP 4,800
    CE Large aberration
    Init
    +7; Senses darkvision 60 ft.; Perception +17

    DEFENSE

    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

    OFFENSE

    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

    STATISTICS

    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

    SPECIAL ABILITIES

    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 collection.

    Poison (Ex)

    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.

    Spells

    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.