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ShanchekCreature 15


RareCEMediumHumanoidXulgath
Source Pathfinder #156: The Apocalypse Prophet
Perception +30 (darkvision, thoughtsense (imprecise) 60 feet)
Languages Draconic, Undercommon, Telepathy 100 Feet
Skills Acrobatics +25, Arcana +27, Deception +29, Diplomacy +27, Intimidation +29, Occultism +31, Society +27, Lore +31
Str +4, Dex +6, Con +4, Int +8, Wis +5, Cha +6

AC 36; Fort +23; Reflex +26; Will +30;
HP 280
Speed 25 feet (fly 35 feet)
Resistances Mental 15

Spear One Action +30 (+25, +20) to hit (magical) 2d6+10 Piercing
Jaws One Action +28 (+23, +18) to hit 3d8+10 Piercing
Claw One Action +28 (+24, +20) to hit (agile, finesse) 3d4+10 Slashing
Staff One Action +30 (+25, +20) to hit (magical, two hand d8) 4d4+10 Bludgeoning
Spear One Action +30 (+25, +20) to hit (magical, thrown 20) 2d6+10 Piercing

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Telepathy 100 feet (aura, divination, magical)

A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.

Thoughtsense (Imprecise) 60 feet (divination, mental, occult)

The thoughtmaw senses a creature's mental essence at the listed range.


Thoughtsense allows a monster to sense all non-mindless creatures at the listed range.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

Psychogenic Secretions (aura, mental)

30 feet Aura


A creature that enters the emanation must attempt a DC 36 will save.

On a failure, the creature is Stupefied 1 for 1 minute (Stupefied 2 and also Paralyzed for 1 round on a critical failure).

A creature that succeeds at its save is temporarily immune to psychogenic secretions for 1 minute.

Consume Knowledge Two Actions (divination, mental, occult)

The thoughtmaw invades the mind of a creature within 100 feet and attempts to swallow its capacity for higher thought. The creature must attempt a DC 42 will save.

Using Consume Knowledge immediately ends any of the ability's previous effects on a different creature.


Critical Success The creature is unaffected.

Success The creature is Slowed 1 for 1 round.

Failure The creature is slowed 1 and can take no actions other than basic actions for 1 minute.

Critical Failure As failure, and the thoughtmaw is Quickened 1 for 1 minute. It can use this extra action to Stride, Strike, or Cast a Spell if the target had prepared spells or a spell repertoire.


Occult Spontaneous Spells (DC 36, +28 to hit)

Cantrips (8th Level): Daze, Forbidding Ward, Message, Shield
2nd Level: Invisibility
4th Level (3 slots): Modify Memory, Phantasmal Killer, Suggestion
5th Level (3 slots): Hallucination, Mind Probe, Synaptic Pulse
6th Level (3 slots): Phantasmal Calamity, Scrying, Wall of Force
7th Level (3 slots): Visions of Danger, Warp Mind

Occult Innate Spells (DC 36, +28 to hit)

Cantrips (8th Level): Telekinetic Projectile
1st Level: Phantom Pain
2nd Level: Telekinetic Maneuver (At Will)
4th Level: Fly (Constant)
5th Level: Telekinetic Haul (At Will)

Occult Rituals

2nd Level: Inveigle


Xulgath thoughtmaws are inheritors of the xulgaths' ancient psychic legacy. They eagerly and liberally use their ability to extract knowledge from their foes to quicken their own prodigious intellects.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.