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From Pathfinder #156: The Apocalypse Prophet, which isn't enabled.

Shanchek

CREATURE 15

Female xulgath thoughtmaw

Xulgath thoughtmaws are inheritors of the xulgaths' ancient psychic legacy. They eagerly and liberally use their ability to extract knowledge from their foes to quicken their own prodigious intellects.


Perception +30; darkvision, thoughtsense (imprecise) 60 feet
Languages Draconic, Sakvroth; telepathy 100 feet
Skills Acrobatics +25, Arcana +27, Deception +29, Diplomacy +27, Intimidation +29, Occultism +31, Society +27, Xulgath Lore +31
Str +4, Dex +6, Con +4, Int +8, Wis +5, Cha +6
Telepathy 100 feet (aura, magical)

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.

Thoughtsense (Imprecise) 60 feet

Thoughtsense allows a monster to sense all non-mindless creatures at the listed range.

Constant Spells

A 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.


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 Jaws +28 (unarmed), Damage 3d8+10 piercing
Melee Claw +28 (agile, finesse, unarmed), Damage 3d4+10 slashing
Melee Staff +30 (magical, two hand d8), Damage 4d4+10 bludgeoning
Melee Spear +30 (magical), Damage 2d6+10 piercing
Melee Spear +30 (magical, thrown 20), Damage 2d6+10 piercing
Occult Spontaneous Spells DC 36, attack +28; 7th (3 slots) Visions of Danger, Warp Mind, Phantasmal Killer; 6th (3 slots) Phantasmal Calamity, Scrying, Wall of Force; 5th (3 slots) Hallucination, Mind Probe, Synaptic Pulse; 4th (3 slots) Modify Memory, Suggestion, Invisibility; Cantrips (7th) Daze, Forbidding Ward, Message, Shield
Occult Innate Spells DC 36, attack +28; 8th Phantom Pain; 5th Telekinetic Haul (At Will); 2nd Telekinetic Maneuver (At Will); Cantrips (8th) Telekinetic Projectile; Constant (8th) Fly
Rituals 2nd Inveigle
Consume Knowledge (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 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.

Pathfinder #156: The Apocalypse ProphetOGL