Nilith

CREATURE 10

ne medium aberration 

Perception +19; darkvision

Languages Aklo, Common; telepathy 30 feet

Skills Acrobatics +21, Athletics +17, Intimidation +23, Occultism +19, Stealth +21, Survival +17

Str +3 Dex +5 Con +4 Int +3 Wis +3 Cha +5

AC  32; Fort +17, Ref +20, Will +20

HP 150

Speed 25 feet, climb 30 feet

Melee [>] claw +23 (agile, finesse, magical), Damage 2d10+9 slashing plus Grab

Melee [>] fangs +23 (finesse, magical), Damage 2d12+9 piercing

Occult Innate Spells DC 29; 5th hallucination, mind probe; 4th blink, confusion, crushing despair, dream message, invisibility (at will, self only), nightmare; 3rd mind reading (at will); Cantrips (5th) mage hand, message, read aura, shield

Mind Crush [>] (enchantment, mental, occult) Requirements The nilith has a creature grabbed. Effect The nilith reaches into the mind of the grabbed creature and implants disjointed images of the victim's worst fears and nightmares. The grabbed creature takes 6d6 mental damage (DC 31 basic Will save). On a critical failure, the target is also affected as though by feeblemind, and it must attempt a second Will save against that effect.

Bestiary, page 245.

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