Thulgant
Creature 18 (uncommon) — fiend, qlippoth, unholy
AnvilSnareLANDVERTICALAERIALfiendqlippothunholyoccult
Thulgants are powerful and intelligent qlippoths created from the cannibalistic feeding frenzies of augnagars. Although they spend most of their time hunting and battling demons for control of the Outer Rifts, thulgants amuse themselves with a variety of diversions, such as maintaining galleries of petrified mortals or building massive, hive-like lairs filled with enslaved minions. Each thulgant is a horrific tangle of limbs, with spiderlike legs, writhing tentacles emerging from the top of its
Source: pathfinder-monster-core
Perception +30; darkvision, truesight 60 feet
Languages chthonian; Telepathy 100 feet
Skills acrobatics +32, athletics +35, occultism +33, stealth +32
Str
+9
Dex
+6
Con
+6
Int
+5
Wis
+6
Cha
+9
AC 42
Fort +30
Ref +28
Will +32
HP 305 (fast healing 10)
Immunities controlled, fear-effects
Resistances mental 15, physical (except cold-iron) 15
Speed 30 feet, climb 30 feet, fly 50 feet (unfettered movement)
Offense
Melee Stinger (reach-10, unholy) +35, Damage 3d12+17 piercing plus 4d6 mental plus Thulgant Venom
Melee Tentacle (agile, magical, reach-10, unarmed, unholy) +35, Damage 3d8+17 bludgeoning plus 3d6 acid plus Grab
Abilities
Telepathy 100 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.
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.
Fast Healing 10 — A monster with this ability regains the given number of Hit Points each round at the beginning of its turn.
Demon Hunter (occult) — The thulgant causes a demon within 30 feet to suffer the effect of its sinful vulnerability.
Greater Constrict — 2d6+17 bludgeoning plus 1d6 acid, DC 40 Fortitude
The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC. A creature that fails this save falls Unconscious, and a creature that succeeds is then temporarily immune to falling unconscious from Greater Constrict for 1 minute.
The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC. A creature that fails this save falls Unconscious, and a creature that succeeds is then temporarily immune to falling unconscious from Greater Constrict for 1 minute.
Mind-Rending Sting (virulent) —
Stunning Display (concentrate, emotion, fear, incapacitation, mental, occult, visual) — The thulgant rises up on its twitching limbs and presents its numerous tentacles and stingers in a horrifying display of awfulness. Creatures in a 30-foot emanation must attempt a DC 40 Will save, after which they are temporarily immune to further Stunning Displays for 1 minute.
Critical Success The creature is unaffected.
Success The creature is Stunned 1.
Failure The creature is Stunned 4.
Critical Failure The creature is Stunned 8.
Critical Success The creature is unaffected.
Success The creature is Stunned 1.
Failure The creature is Stunned 4.
Critical Failure The creature is Stunned 8.
Thulgant Venom (poison) — Saving Throw DC 40 Fortitude
Maximum Duration 6 rounds
Stage 1 3d6 poison damage and the victim gains one of the following at random: Clumsy 1, Enfeebled 1, or Stupefied 1 (1 round)
Stage 2 6d6 poison damage and the victim gains two of the following at random: Clumsy 2, Enfeebled 2, or Stupefied 2 (1 round)
Stage 3 9d6 poison damage and the victim gains all three of the following: Clumsy 3, Enfeebled 3, and Stupefied 3 (1 round)
Maximum Duration 6 rounds
Stage 1 3d6 poison damage and the victim gains one of the following at random: Clumsy 1, Enfeebled 1, or Stupefied 1 (1 round)
Stage 2 6d6 poison damage and the victim gains two of the following at random: Clumsy 2, Enfeebled 2, or Stupefied 2 (1 round)
Stage 3 9d6 poison damage and the victim gains all three of the following: Clumsy 3, Enfeebled 3, and Stupefied 3 (1 round)
Grab —
Occult Innate Spells DC 40, attack +32
8th Quandary
7th Divine Decree, Interplanar Teleport
6th Petrify (×3), Phantasmal Calamity, Truesight (Constant)
4th Unfettered Movement (Constant)
2nd Dispel Magic
1st Phantom Pain (×3)
Cantrips (8th) Daze, Detect Magic
WORKS WELL WITH
CrasherLAND / VERTICAL / AERIALA bursting striker finishes off a target the thulgant has already grabbed and constricted.
SniperLAND / VERTICAL / AERIALRanged damage bypasses the thulgant's heavy physical resistance and keeps pressure up while it locks down melee.
WeaverLAND / VERTICAL / AERIALAdditional Will-save pressure compounds on the stunning display to shut down spellcasters.
PUNISHES
✖ melee reliance without cold-iron✖ low Will✖ isolated targets
Avoid a second Anvil; the thulgant's own resistances and fast healing already dominate the attrition battle.
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Thulgant in the encounter builder — free, no install.
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