NatbakhCreature 14
Source Pathfinder #219: Lord of the Trinity Star
Perception +25 (darkvision)
Languages Aklo, Can't Speak Any Language
Skills Acrobatics +26, Athletics +28, Stealth +26
Str +8, Dex +6, Con +5, Int -2, Wis +5, Cha +4
AC 34; Fort +25; Reflex +28; Will +23;
HP 320
Speed 30 feet (fly 150 feet)
Immunities cold, controlled, emotion
Resistances Mythic 14
Jaws
+29 (+24, +19) to hit (reach 15) 1d6 Bleed + 3d10+14 PiercingTentacle Tongue
+29 (+25, +21) to hit (agile, reach 20) 3d8+14 BludgeoningRemove a Condition
(concentrate)Cost 1 Mythic Point
Effect The natbakh ends one condition affecting them.
Mythic Resilience (Reflex)The creature treats its saving throws with the associated save as one degree of success better than it rolled. This is not cumulative with other effects that change their degree of success, like the incapacitation trait (except for rolling a natural 1 or 20). Each time the monster gains mythic resilience, choose one save. The ability should apply to the creature's highest saves first.
Drain Dreams
(mental, occult)Frequency once per round
Requirements The natbakh's previous action was a successful jaws Strike that damaged a creature
Effect The natbakh's suckered tongue latches on. The creature must succeed at a DC 34 will save or become Stupefied 1 (Stupefied 2 on a critical failure) for 1 week as their dreams are slurped away. If the creature becomes stupefied in this way, the natbakh regains 32 healing HP. Draining dreams from a creature that's already stupefied doesn't restore any HP, but increases the victim's stupefied value by 1, to a maximum of Stupefied 5.
Mythic PowerThe creature has a pool of 3 Mythic Points, and can spend those Mythic Points for any of the actions it has.
Mythic Skill
Cost 1 Mythic Point
Effect The natbakh attempts its next Athletics or Stealth skill check with a +4 bonus and is considered to have mythic proficiency for that check.
Nightmare Screech
(emotion, mental, occult)The natbakh shrieks in a 50-foot cone that echoes more in the minds of those in the area than in the ears. Those in the area recall shrieks like this in forgotten nightmares, and the memories of wounds suffered in dreams cause nauseating pain. Creatures in the area take 10d8 mental damage and must attempt a DC 34 will save. The natbakh can't use Nightmare Screech again for 1d4 rounds.
Critical Success The creature takes no damage.
Success The creature takes half damage and is Sickened 1.
Failure The creature takes full damage and is Sickened 2
Critical Failure The creature takes double damage, is sickened 2, and is Slowed 1 for as long as they remain sickened (or 1 minute, whichever comes first).
Writhing ClutchesA natbakh can Fly at half Speed while it has a Huge or smaller creature Grabbed or Restrained, or at full speed when it has a Medium or smaller creature grabbed or restrained, carrying that creature along with it.
Grab
Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained
Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.
The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.
Natbakhs are native to the peaks and subterranean caverns of the windswept dimension of Leng and haunt the dark skies of that nightmare realm.
Nightmare Eruptions
In places where the boundaries between Golarion and Leng are thin, such as the depths of the Kodar Mountains, natbakhs have a particularly horrifying method of entering the waking world. If they consume the dreaming persona of someone sleeping near such thin places, they can burst forth from that sleeper's body, killing them in life as well as in their dream, often leaving the now-dead dreamer's home in splinters before flying off to build a lair in the mountains. Such "nightmare eruptions" are rare, but it doesn't take many natbakhs to leave a mark in a region unprepared for their arrival.
Traits
This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.
BeastA creature similar to an animal but with an Intelligence modifier of –3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.
DreamCreatures native to the Dimension of Dreams can possess a diverse array of abilities, although those associated with the nightmare realm of Leng are almost always unholy and immune to that realm's freezing temperatures.
MythicOptions with this trait grant or utilize mythic power. Feats with the mythic trait can only be taken by mythic characters, who are typically characters with a mythic Calling.
Monsters with the mythic trait have access to a pool of Mythic Points and are particularly strong for creatures of their level. Many mythic monsters are either resistant or entirely immune to attacks from non-mythic creatures and weapons.
Spells with the mythic trait require the expenditure of a Mythic Point in order to be cast, and items with the mythic trait require the expenditure of a Mythic Point in order to use their activated abilities.
Weapons with the mythic trait overcome the resistances and immunities of mythic monsters.