ThulgantCreature 18
Source Pathfinder Monster Core
Perception +30 (darkvision, truesight (precise) 60 feet)
Languages Chthonian, Telepathy 100 Feet
Skills Acrobatics +32, Athletics +35, Occultism +33, Stealth +32
Str +9, Dex +6, Con +6, Int +5, Wis +6, Cha +9
AC 42; Fort +30; Reflex +28; Will +32;
HP 305 (fast healing 10)
Speed 30 feet (climb 30 feet, fly 50 feet)
Immunities controlled, fear effects
Resistances Mental 15, Physical 15
Stinger
+35 (+30, +25) to hit (reach 10, unholy) 3d12+17 Piercing + 4d6 MentalTentacle
+35 (+31, +27) to hit (agile, magical, reach 10, unarmed, unholy) 3d6 Acid + 3d8+17 BludgeoningTelepathy 100 feet (aura, magical, mental)
A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.
Constant SpellsA constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.
Fast Healing 10A monster with this ability regains the given number of Hit Points each round at the beginning of its turn.
Demon Hunter
(occult)The thulgant causes a demon within 30 feet to suffer the effect of its sinful vulnerability.
Greater Constrict
(2d6+17)[bludgeoning],1d6 acid, DC 40 fortitude
The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC. A creature that fails this save falls Unconscious, and a creature that succeeds is then temporarily immune to falling unconscious from Greater Constrict for 1 minute.
Mind-Rending Sting
(virulent)Requirements The thulgant hits the same enemy with two consecutive sting Strikes in the same round
Effect The thulgant deals (3d12+17) mental damage to the enemy. If the enemy is affected by thulgant venom, that poison gains the virulent trait.
Stunning Display
(concentrate, emotion, fear, incapacitation, mental, occult, visual)The thulgant rises up on its twitching limbs and presents its numerous tentacles and stingers in a horrifying display of awfulness. Creatures in a 30-foot emanation must attempt a DC 40 will save, after which they are temporarily immune to further Stunning Displays for 1 minute.
Critical Success The creature is unaffected.
Success The creature is Stunned 1.
Failure The creature is Stunned 4.
Critical Failure The creature is Stunned 8.
Thulgant Venom (poison)Saving Throw DC 40 fortitude
Maximum Duration 6 rounds
Stage 1 3d6 poison damage and the victim gains one of the following at random: Clumsy 1, Enfeebled 1, or Stupefied 1 (1 round)
Stage 2 6d6 poison damage and the victim gains two of the following at random: Clumsy 2, Enfeebled 2, or Stupefied 2 (1 round)
Stage 3 9d6 poison damage and the victim gains all three of the following: Clumsy 3, Enfeebled 3, and Stupefied 3 (1 round)
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.
Occult Innate Spells (DC 40, +32 to hit)
Cantrips (9th Level): Daze, Detect Magic
1st Level: Phantom Pain
2nd Level: Dispel Magic
4th Level: Unfettered Movement (Constant)
6th Level: Petrify, Phantasmal Calamity, Truesight (Constant)
7th Level: Divine Decree, Interplanar Teleport
8th Level: Quandary
Rituals
Thulgants are powerful and intelligent qlippoths created from the cannibalistic feeding frenzies of augnagars. Although they spend most of their time hunting and battling demons for control of the Outer Rifts, thulgants amuse themselves with a variety of diversions, such as maintaining galleries of petrified mortals or building massive, hive-like lairs filled with enslaved minions. Each thulgant is a horrific tangle of limbs, with spiderlike legs, writhing tentacles emerging from the top of its head, and three scorpion-like stingers.
Long before the creatures known as demons came to be the dominant force in the Outer Rifts, qlippoth ruled the innumerable cracks of the Outer Sphere. These inimical creatures are a form of primordial and alien evil that predates mortal life, and most immortal life as well. Since the rise of mortal sin and the associated expansion of demonic life through the Outer Rifts, qlippoth have been driven to their deepest reaches, and they seethe with rancor at the loss of their realms. Yet, rather than directly oppose demons, qlippoth instead turn to the source—mortal sin—and wage an endless war to eradicate all creatures capable of sinful acts so that the demonic tide might be turned back. To ensure they do not bolster their foe's ranks, they enact horrific transformations on their targets, converting their victims into beings incapable of discerning right from wrong; this renders them unable to be judged by Pharasma's courts and thus incapable of becoming fiends. Most mortals consider the ministrations of a qlippoth to be far worse than any fate awaiting them in the afterlife.
Traits
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.
FiendCreatures that hail from or have a strong connection to the unholy planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.
QlippothA family of fiends hailing from the Outer Rifts, most qlippoth are unholy. Their appearance affects the minds of non-qlippoth that view them.
UnholyEffects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.