Niodrhast
Creature 19 (unique) — aberration
Pre-Remaster content. May include legacy alignment.
CrasherWeaverLANDAERIALaberrationacid
This gigantic, mauve worm has a hooked mouth with multiple circular bands of teeth and four barbed tongues. A wielder of terrible occult powers and a vast alien intellect, the neothelid serves the ageless horrors that dwell in strange dimensions beyond known reality-the Outer Gods and Great Old Ones of the Elder Mythos. Neothelids pass down these mysteries to the eerie wormlike creatures they spawn and create in preparation for a future where the worms below shall rule-a time when all other life
Source: kingmaker-bestiary (Pre-Remaster)
Perception +33; greater-darkvision, thoughtsense 100 feet
Languages aklo, alghollthu, sakvroth; telepathy 100 feet
Skills acrobatics +35, athletics +37, deception +38, diplomacy +36, intimidation +38, occultism +38
Str
+10
Dex
+6
Con
+8
Int
+9
Wis
+6
Cha
+9
AC 43
Fort +35
Ref +31
Will +33
+1 status to all saves vs. magic
HP 445
Immunities acid
Resistances mental 20
Weaknesses cold-iron 20
Speed 30 feet, fly 50 feet
Offense
Melee Jaws (reach-15, unarmed) +37, Damage 4d12+18 piercing plus Improved Grab
Melee Rasping Tongue (agile, fatal-d10, reach-25) +37, Damage 4d8+18 slashing
Abilities
Greater Darkvision — A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness.
Thoughtsense (Precise) 100 feet (mental, occult) — The neothelid uses its mind as a precise sense at the listed range to notice all non-mindless creatures.
+1 Status to All Saves vs. Magic —
Dimensional Wormhole (occult, teleportation) —
Breath Weapon (acid, occult) — The neothelid breathes a spray of acid that deals 20d6 acid damage in a 60-foot cone (DC 41 Reflex save). The neothelid can't use Breath Weapon again for 1d4 rounds.
Instant Suggestion —
Lashing Tongues — The neothelid's four tongues lash out in a frenzy at several targets. It makes up to four rasping tongue Strikes, each against a different target. These attacks count toward the neothelid's multiple attack penalty, but the multiple attack penalty doesn't increase until after the neothelid makes all of its attacks.
Swallow Whole (attack) — Large, 2d12 bludgeoning plus 3d12 acid{2d12 bludgeoning damage plus 2d12 acid damage}, Rupture 31
The monster attempts to swallow a creature of the listed size or smaller that it has grabbed or restrained in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an Athletics check opposed by the grabbed creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can't attack creatures it has swallowed.
A swallowed creature is Grabbed, is Slowed 1, and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim Escapes this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature grabbed in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The swallowing creature is Off-Guard against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the swallowed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.
Effect: Engulf and Swallow Whole
If the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage.
The monster attempts to swallow a creature of the listed size or smaller that it has grabbed or restrained in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an Athletics check opposed by the grabbed creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can't attack creatures it has swallowed.
A swallowed creature is Grabbed, is Slowed 1, and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim Escapes this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature grabbed in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The swallowing creature is Off-Guard against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the swallowed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.
Effect: Engulf and Swallow Whole
If the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage.
Improved Grab —
Occult Innate Spells DC 41, attack +33
6th Phantasmal Calamity, Scrying (×3), Teleport
5th Mind Probe (At Will), Summon Entity, Telekinetic Haul (At Will)
4th Suggestion, Suggestion (At Will)
1st Charm
Cantrips (6th) Daze, Detect Magic, Mage Hand, Telekinetic Projectile
WORKS WELL WITH
AnvilLAND / AERIALAnvil keeps enemies clustered for the Crasher's breath weapon and Lashing Tongues.
ShadeLAND / AERIALShade debuffs saving throws to land breath weapon and Swallow Whole more reliably.
FlankerLAND / AERIALFlanker spreads pressure across the frontline while the Crasher delivers burst.
PUNISHES
✖ clumping✖ low Will
Works well with · Punishes · Pairing advice
Unlock with Tactics
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