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NymolusCreature 10


UncommonLargeAberrationAmphibious
Source Pathfinder Monster Core 2
Perception +22 (darkvision)
Languages Aklo, Alghollthu, Common, Sakvroth, Thalassic, Truespeech
Skills Lore +21, Athletics +22, Deception +22, Diplomacy +18, Intimidation +18, Occultism +21, Society +19, Stealth +18
Str +5, Dex +2, Con +4, Int +6, Wis +4, Cha +6

AC 28; Fort +20; Reflex +15; Will +22;
HP 190
Speed 15 feet (swim 60 feet)

Claw One Action +23 (+19, +15) to hit (agile, reach 15, versatile p) 2d10+10 Bludgeoning

Inhabit Ugothol

The nymolus spends 10 minutes with a willing ugothol to become enmeshed with the creature. The nymolus then fully inhabits the ugothol's body. While inhabited, the ugothol retains its mental abilities, but its body is completely controlled by the nymolus. The nymolus and ugothol each have an initiative count as if they were separate creatures. The nymolus can't use any ability that relies on their physical form while inhabiting the ugothol, but the nymolus can still perceive and cast spells normally. The two remain enmeshed until the nymolus uses the ugothol's Assume Form ability to separate them, or until the ugothol is slain. If the ugothol dies, the nymolus becomes Stunned 3 due to the force of the separation.

Replace Recollection

The nymolus can spend 10 minutes to replace any memory with another memory they have access to via a memory crystal.

Extract Memory Three Actions (manipulate, mental)

Requirements The target creature must be Grabbed, Paralyzed, Restrained, Unconscious, or willing; Efect The nymolus reaches into an adjacent creature's memory and extracts up to 10 minutes of the target's experiences, forming them into a memory crystal within the nymolus's brain. The target creature must attempt a DC 27 will save to avoid losing its memory.


Critical Success The creature is unaffected.

Success The creature loses the target memory.

Failure The creature loses the target memory and is Confused for 1 minute.

Critical Failure As failure, but the creature can only roll to end this condition if it takes damage from the nymolus themself or if counteracted by an efect of at least 13th level or 7th rank.

Stunning Pulse Two Actions (mental, occult)

The nymolus emits a powerful mental pulse that overwhelms nearby creatures. Creatures in a 10-foot emanation must attempt a DC 27 fortitude save to avoid being stunned. The nymolus can't use Stunning Pulse again for 1d4 rounds.


Critical Success The creature is unaffected.

Success The creature is Stunned 1.

Failure The creature is Stunned 2.

Critical Failure The creature is Stunned 3.

Grab One Action

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.


Occult Innate Spells (DC 30, +21 to hit)

Cantrips (5th Level): Daze, Electric Arc, Guidance
1st Level: Mindlink (At Will), Soothe
3rd Level: Mind Reading (At Will), Paralyze
4th Level: Mirage, Rewrite Memory
5th Level: Mind Probe


Alghollthus share a genetic memory and are theoretically capable of recalling every experience dating back to the existence of the frst alghollthu hundreds of millions of years ago.

Accessing these memories all at once would be lethally taxing to most alghollthus, but nymoluses are different. They revel in tapping into this genetic memory and add to it by stealing memories from others, turning them into memory crystals. A single nymolus can store up to 10 crystals at a time within their brain, replacing more mundane ones as they fll this storage and keeping the rest in collections among their lairs. To collect memories, nymoluses venture further from the seas than some of their siblings by establishing symbiotic links with ugothols. They're able to coordinate with these creatures by reshaping their bodies, then compressing and interweaving their fesh into the ugothols, which allows them to search for rare and intriguing recollections.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Aberration

Aberrations are creatures from beyond the planes or corruptions of the natural order.

Amphibious

An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual –2 penalty for being underwater.