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ThulgantCreature 18


UncommonCELargeFiendQlippoth
Source Pathfinder Bestiary 2
Perception +30 (greater darkvision, true seeing)
Languages Abyssal, Telepathy 100 Feet
Skills Acrobatics +32, Athletics +35, Occultism +33, Stealth +32
Str +9, Dex +6, Con +6, Int +5, Wis +6, Cha +9

AC 42; Fort +30; Reflex +28; Will +32;
HP 305
Speed 30 feet (climb 30 feet, fly 50 feet)
Immunities controlled, fear effects
Weaknesses Lawful 15
Resistances Mental 15, Physical 15

Stinger One Action +35 (+30, +25) to hit (reach 10) 3d12+17 Piercing + 1d6 Chaotic + 3d6 Mental
Tentacle One Action +35 (+31, +27) to hit (agile, reach 10) 2d6 Acid + 3d8+17 Bludgeoning + 1d6 Chaotic

Greater Darkvision

A creature with greater 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 creature with greater darkvision, however, can see through even these forms of magical darkness.

Telepathy (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.

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.

Demon Hunter One Action (divination, occult)

The thulgant causes a demon within 30 feet to suffer the effect of its sinful vulnerability.

Greater Constrict One Action

2d6+17 bludgeoning damage and 1d6 acid damage, DC 40


The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC. A creature that fails this save falls Unconscious, and a creature that succeeds is then temporarily immune to falling unconscious from Greater Constrict for 1 minute.

Mind-Rending Sting One Action (virulent)

Requirements The thulgant hits the same enemy with two consecutive sting Strikes in the same round


Effect The thulgant deals 3d12+17 mental damage to the enemy. If the enemy is affected by thulgant venom, that poison gains the virulent trait.

Stunning Display Two Actions (concentrate, emotion, enchantment, fear, incapacitation, mental, occult, visual)

The thulgant rises up on its twitching limbs and presents its numerous tentacles and stingers in a horrifying display of awfulness. Creatures in a 30-foot emanation must attempt a DC 40 will save, after which they are temporarily immune to further Stunning Displays for 1 minute.


Critical Success The creature is unaffected.

Success The creature is Stunned 1.

Failure The creature is Stunned 4.

Critical Failure The creature is Stunned 8.

Thulgant Venom (poison)

Saving Throw DC 40 fortitude

Maximum Duration 6 rounds

Stage 1 3d6 poison damage and the victim gains one of the following at random: Clumsy 1, Enfeebled 1, or Stupefied 1 (1 round)

Stage 2 6d6 poison damage and the victim gains two of the following at random: Clumsy 2, Enfeebled 2, or Stupefied 2 (1 round)

Stage 3 9d6 poison damage and the victim gains all three of the following: Clumsy 3, Enfeebled 3, and Stupefied 3 (1 round)

Grab One Action

Requirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.


Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.


Occult Innate Spells (DC 40, +30 to hit)

Cantrips (9th Level): Daze, Detect Magic
6th Level: Freedom of Movement (Constant), True Seeing (Constant)
7th Level: Plane Shift
8th Level: Dispel Magic, Divine Aura (Chaotic only), Divine Decree (Chaotic only), Phantom Pain
9th Level: Flesh to Stone, Phantasmal Calamity

Rituals

8th Level: Imprisonment


Although they spend most of their time hunting and battling demons for control of the Abyss, thulgants amuse themselves with a variety of diversions, such as maintaining galleries of petrified mortals or building massive, hive-like lairs filled with enslaved minions. Each of these qlippoth is a horrific tangle of limbs, with spiderlike legs, writhing tentacles emerging from the top of its head, and three scorpion-like stingers.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.