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From Pathfinder #194: Cult of the Cave Worm, which isn't enabled.

Ulat-Kini Mindreaver

CREATURE 7

When not being controlled and manipulated by alghollthus, ulat-kinis have found they can develop formidable psychic powers. Those who master this craft are dubbed "mindreavers" by their awestruck kin.

Ulat-Kini Culture

The creatures who surface humanoids consider scum still hold grand empires beneath the waves. While some ulat-kinis still revere the alghollthu who created them and others have learned to hate their creators, there are ulat-kinis who have found a new way forward. They have developed their own culture outside of alghollthu influence, founding new underwater traditions and creating new cultural standards.


Perception +14; darkvision
Languages Alghollthu, Sakvroth; telepathy 30 feet
Skills Intimidation +15, Occultism +15, Stealth +12
Str +1, Dex +3, Con +3, Int +1, Wis +3, Cha +6
Telepathy 30 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.


AC 22; Fort +12, Ref +12, Will +16
HP 100; Resistances cold 10

Speed 20 feet, swim 40 feet
Melee Claw +14 (unarmed), Damage 1d6+3 slashing
Melee Fangs +12, Damage 2d4+3 piercing
Occult Spontaneous Spells DC 22, attack +14; 4th (2 slots) Clairvoyance, Seal Fate; 3rd (2 slots) Agonizing Despair, Phantom Pain, Sculpt Sound; 2nd (3 slots) Blood Vendetta, Soothe, Telekinetic Maneuver; 1st (3 slots) Alarm, Déjà Vu, Ill Omen; Cantrips (4th) Daze, Guidance, Message, Shield, Telekinetic Projectile
Psychic Daze (mental, psychic)

The mindreaver targets one creature within 120 feet and violently intrudes into their mind. The target attempts a DC 22 Will save.


Critical Success The target creature is unaffected.

Success The target creature gains weakness 1 to mental damage for 1 minute. If they already have weakness to mental damage, the value of the weakness increases by one.

Failure The target creature takes 2d10 mental damage and gains weakness 1 to mental damage for 1 minute. If they already have weakness to mental damage, the value of the weakness increases by one.

Critical Failure As failure, except the target's weakness to mental damage increases by 2.

Effect: Psychic Daze

Pathfinder #194: Cult of the Cave WormOGL