Xulgath Thoughtmaw

CREATURE 15

rare ce medium humanoid xulgath 

Perception +30; darkvision, thoughtsense (imprecise) 60 feet

Languages Draconic, Undercommon; telepathy 100 feet

Skills Acrobatics +25, Arcana +27, Deception +29, Diplomacy +27, Occultism +31, Society +27, Xulgath Lore +31

Str +4 Dex +6 Con +4 Int +8 Wis +5 Cha +6

Items +2 resilient leather armor, +2 striking spear

Thoughtsense (divination, mental, occult) The thoughtmaw senses a creature's mental essence at the listed range.

AC  36; Fort +23, Ref +26, Will +30

HP 280; Resistances mental 15

Psychogenic Secretions (aura, mental) 30 feet. 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.

Speed 25 feet, fly 35 feet

Melee [>] spear +30 (magical), Damage 2d6+10 piercing

Melee [>] jaws +28, Damage 3d8+10 piercing

Melee [>] claw +28 (agile, finesse), Damage 3d4+10 slashing

Ranged [>] spear +30 (magical, thrown 20 feet), Damage 2d6+10 piercing

Occult Spontaneous Spells DC 36; 7th (3 slots) phantasmal killer, visions of danger, warp mind; 6th (3 slots) phantasmal calamity, scrying, wall of force; 5th (3 slots) hallucination, mind probe, synaptic pulse; 4th (3 slots) invisibility, modify memory, suggestion; Cantrips (7th) daze, forbidding ward, message, shield

Occult Innate Spells DC 36, attack +28; 8th phantom pain (×3); 5th telekinetic haul (at will); 2nd telekinetic maneuver (at will)

Occult Rituals DC 36; inveigle

Cantrips (8th) telekinetic projectile; Constant (8th) fly Occult Rituals DC 36; inveigle.

Consume Knowledge [>>] (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 36 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.

Extinction Curse #6: The Apocalypse Prophet, page 85.

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