Neh-thalggu (CR 10/MR 4)

Mythic Neh-thalggu (CR 10/MR 4)
XP 9,600
Pathfinder Roleplaying Game Bestiary 2
CE Large aberration (mythic)
Init +11/-9MF, dual initiativeMA; Senses darkvision 60 ft.; Perception +17


AC 25, touch 19, flat-footed 22 (+3 Dex, +7 insight, +6 natural, –1 size)
hp 147 (10d8+102)
Fort +10, Ref +6, Will +11
Defensive Abilities DR 10/epic and magic; Immune confusion effects; SR 21


Speed 10 ft., fly 40 ft. (perfect)
Melee bite +13 (1d8+7 plus poison), 2 claws +13 (1d6+7)
Space 10 ft.; Reach 5 ft.
Special Attacks behold the horrorMA (DC 19), mythic power (4/day, surge +1d8), rend (2 claws, 2d6+7)

Sorcerer Spells Known (CL 10th; concentration +24)
5th (3/day)—cloudkillMS (DC 19)
4th (5/day)—arcane eye, lesser globe of invulnerability
3rd (7/day)—dispel magicMS, hold person (DC 17), lightning boltMS (DC 17)
2nd (7/day)—acid arrow, alter self, invisibility
1st (7/day)—grease, magic missileMS, ray of enfeeblement (DC 15), shield, unseen servant
0 (at will)—acid splash, bleed (DC 14), dancing lights, daze (DC 14), detect magic, mage hand, open/close, prestidigitation, read magic


Str 24, Dex 16, Con 25, Int 19, Wis 18, Cha 19
Base Atk +7; CMB +15; CMD 35 (cannot be tripped)
Feats Arcane Strike, Combat Reflexes, Eschew MaterialsB, Extend Spell, Improved InitiativeMF, Mythic Spell LoreMF, Power Attack
Skills Fly +15, Knowledge (arcana) +23, Knowledge (dungeoneering) +23, Knowledge (planes) +23, Perception +17, Sense Motive +17, Spellcraft +17, Stealth +12, Use Magic Device +17
Languages Abyssal, Aklo, Common, Draconic, Protean, Undercommon; telepathy (100 ft.)
SQ brain consumptionMA, brain collectionMA, strange knowledge


Environment any
Organization solitary
Treasure double

Special Abilities

Behold the Horror (Su) Once per minute as a standard action, a mythic neh-thalggu can expend 1 use of mythic power to open its mind to all creatures with an Intelligence score of 3 or greater within 60 feet and flood their minds with telepathic visions of the mind-rending horrors and unspeakable atrocities awaiting them on the neh-thalggu homeworld. The mythic nehthalggu’s targets must succeed on a DC 19 Will save or take 1d6 points of Wisdom damage and become staggered for 1d6 rounds. Even with a successful save, targets of this effect are staggered for 1 round. This is a mind-affecting insanity effect and the save DC is Charisma-based.

Brain Collection (Ex) A neh-thalggu can store up to 13 humanoid brains and use them to enhance its knowledge and power. Each stored brain grants a neh-thalggu a cumulative +1 insight bonus to AC, concentration checks, and Knowledge checks (maximum +7). A neh-thalggu can extract a brain from a helpless opponent with a coup de grace attack, or as a standard action from a body that has been dead for no more than 1 minute. A neh-thalggu that has fewer than seven brains gains one negative level for each brain less than seven. These negative levels can never become permanent, but they can only be removed by collecting new brains to replace those missing.

Brain Consumption (Su) A mythic neh-thalggu can consume one of its stored brains as a free action to gain an additional point of mythic power or recall any spell it has cast in the last 24 hours. It must use the recalled spell or point of mythic power before the end of its next turn or it is lost. A mythic neh-thalggu that is about to be affected by a mind-affecting effect can consume a stored brain as an immediate action to negate a non-mythic mind-affecting effect (negating its effects only for itself, not for other creatures) or gain a new saving throw against a mythic mind-affecting effect. It can consume two brains simultaneously as a full-round action, enabling it to recall a previously cast spell and convert the spell into its mythic version. If the mythic spell is not cast by the end of its next turn, the effect is wasted.

Extradimensional Interloper (Su) A mythic neh-thalggu’s alien physiology exists across multiple dimensions simultaneously. It functions as if under a constant blink effect, though this is not a spell and cannot be dispelled, and no miss chance applies to the mythic neh-thalggu’s attacks against other creatures. A mythic neh-thalggu may suppress or resume this ability as a swift action. While blinking, it can expend one use of its mythic power to use a quickened dimension door or two uses of its mythic power to use plane shift or greater teleport as a move action. These teleportation effects affect only the mythic neh-thalggu and what it carries. A mythic neh-thalggu automatically notes the presence of extradimensional spaces (or their apertures, such as the door of a magnificent mansion or the rope of a rope trick) within 60 feet, and as a standard action it may expend one use of its mythic power to dispel that effect as if using greater dispel magic. At the GM’s option, a successful caster level check to dispel could instead allow the mythic neh-thalggu to intrude into the extradimensional space and attack creatures within.

Poison (Ex) Bite—injury; save Fort DC 22; frequency 1/round for 6 rounds; effect 1d2 Strength, Constitution, and Dexterity damage and staggered; cure 2 consecutive saves. The save DC is Constitution-based.

Spells A mythic neh-thalggu casts spells as a sorcerer whose level is equal to 3 plus the number of brains it has in storage (maximum 10th). A mythic neh-thalggu’s caster level is reduced by 1 for each negative level it acquires due to missing brains; however, unlike their non-mythic kin a mythic neh-thalggu with no collected brains can still cast spells, albeit at a reduced caster level.

Strange Knowledge (Ex) All Knowledge skills are class skills for neh-thalggus.

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