CREATURE 15
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.
Open Xulgath Thoughtmaw in the interactive creatures list or browse all creatures starting with X.