CREATURE 10
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.
Open Nilith in the interactive creatures list or browse all creatures starting with N.