Jah-Tohl
Creature 8 (uncommon) — aberration
The grotesque jah-tohl arrive in living starships to harvest the brains of intelligent creatures. These aberrations draw no nutrition from brains, instead storing them for analysis and as vessels for occult energies. A mind snatcher's form evokes that of a tailless scorpion, but the pulsing brain-filled blisters that glisten along its back make them impossible to mistake for oversized arachnids. Baleful eyes glare from the joints on their legs, and the unsettling, intrusive whisper-thoughts the
Source: pathfinder-monster-core
Perception +18
Skills acrobatics +17, arcana +18, athletics +16, occultism +21, stealth +17
Str
+6
Dex
+3
Con
+5
Int
+4
Wis
+4
Cha
+3
AC 26
Fort +15
Ref +13
Will +18
HP 140
Immunities confused
Speed 25 feet, fly 30 feet
Offense
Melee Jaws +20, Damage 2d12+6 piercing
Melee Claw +20, Damage 2d8+6 slashing
Abilities
Telepathy 100 feet (aura, magical, mental) — Telepathy
Thoughtsense 60 feet — The jah-tohl senses a creature's mental essence as a precise sense with the listed range; it cannot sense mindless creatures with thoughtsense.
+1 Status to All Saves vs. Magic —
Brain Blisters — A jah-tohl has seven brain blisters on its back that it uses to house stolen brains. A jah-tohl without all seven blisters full is Stupefied with a value equal to the number of empty blisters.
Brain Loss — If a jah-tohl takes 30 damage from a critical hit or 25 mental damage, it must succeed at a DC 26 save (DC 26 Fortitude{Fortitude} for critical damage or DC 26 Will{Will} for mental damage) or one of its brain blisters is destroyed.
Collect Brain (manipulate) — The jah-tohl extracts the brain of a creature within its reach that has been dead for no more than 1 minute. It can then use an Interact action to secure the brain in one of its empty brain blisters and heal 20 healing Hit Points.
Mind Snatcher Venom (poison) — Saving Throw DC 26 Fortitude
Maximum Duration 6 rounds
Stage 1 1d6 poison and Enfeebled 1 (1 round)
Stage 2 1d6 poison, enfeebled 1, and Slowed 1 (1 round)
Stage 3 2d6 poison, Enfeebled 2, and slowed 1 (1 round)
Spells
Confusion (rank 4)
Vision of Death (rank 4)
Haste (rank 3)
Paralyze (rank 3)
Dispel Magic (rank 2)
Humanoid Form (rank 2)
Invisibility (rank 2)
Paranoia (rank 2)
Detect Magic (rank 1)
Enfeeble (rank 1)
Figment (rank 1)
Light (rank 1)
Mindlink (rank 1)
Sure Strike (rank 1)
Telekinetic Hand (rank 1)
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