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Alghollthu, Fulthrethu

The sinister fulthrethu often appears as nothing more than a tangle of flotsam and kelp drifting on the currents or washed onto shore. At least, until the fulthrethu attacks, at which point its true appearance—that of a manta-ray-like creature with a suckered tail, toothy maw, and a dozen orange eyes—becomes clear.

Alghollthus created the first fulthrethus eons ago to serve a unique role—to beguile unsuspecting creatures via frighteningly realistic illusions. Typically, a fulthrethu infiltrates a community by securing a safe hiding place, such as a garbage dump or cistern, from which it sends forth an illusory member of that community to spy on and interact with the locals.

Today, fulthrethus who escape their alghollthu creators often gather in small enclaves, but they're no less malevolent. Instead, the fulthrethus' goal of manipulating nearby communities simply becomes more selfserving. Members of a fulthrethu enclave often share the responsibility of maintaining the appearance of an illusory god, through which they reduce nearby villages into unsuspecting cults that supply the fulthrethus with all the food and treasure they desire.

Recall Knowledge - Aberration (Occultism): DC 20
Unspecific Lore: DC 18
Specific Lore: DC 15

Elite | Normal | Weak
Proficiency without Level

Changes from being Weak are marked in red below.
NOTE: The -2 damage penalty to non-strike offensive abilities (-4 if the ability is limited, such as spells) is NOT factored in.

Weak FulthrethuCreature 4

Large Aberration Amphibious 
Source Pathfinder #214: The Broken Palace pg. 82
Perception +10; darkvision
Languages Aklo, Alghollthu, Common, Sakvroth
Skills Athletics +10, Deception +11, Intimidation +11, Occultism +9, Performance +10, Stealth +10
Str +3, Dex +5, Con +2, Int +2, Wis +3, Cha +4
AC 20; Fort +7, Ref +12, Will +10
HP 60; Resistances slashing 5
Speed 20 feet, swim 30 feet
Melee [one-action] tail +12 [+7/+2] (finesse), Damage 2d10-2+5 bludgeoning plus GrabMelee [one-action] jaws +12 [+8/+4] (agile, finesse), Damage 2d4-2+5 piercing plus 1d6 persistent bleedOccult Innate Spells DC 20, attack +12 (-4 dmg); 3rd illusory creature, levitate, vampiric feast; 2nd blur, illusory object (×3); 1st gentle landing (at will), mindlink (at will), sleep; Cantrips (3rd) daze, figment, light, sigil, telekinetic hand
Drain Blood [one-action] The fulthrethu uses its hollow tongues to drink the blood of an adjacent, restrained, or unconscious creature. The creature is drained 1, and the fulthrethu gains 4d4 temporary Hit Points that last for 1 minute.Flotsam [one-action] (concentrate) Until the next time they act, the fulthrethu appears to be a mass of seaweed or flotsam, either floating in the water or heaped on the ground. It has an automatic result of 33 on Deception checks and DCs to pass as such.Lasting Illusion [one-action] (concentrate) The fulthrethu sustains an illusory creature spell. When an illusory creature spell is sustained in this way, the illusion isn't automatically destroyed if it's hit by an attack or fails a save. Instead, the fulthrethu takes 3d6 mental damage and must attempt a DC 3 flat check. On a failure, the illusory creature spell ends. The fulthrethu can sustain an illusory creature spell for up to 8 hours.

Sidebar - Additional Lore Fulthrethu Trickery

Although a fulthrethu is skilled at deceiving others through its illusory proxies, it has no magical sensory link to its illusions. To maintain believable control over an illusion or to observe how others react to it, the fulthrethu must remain within range of its illusion (typically 500 feet). Concentrating on a lasting illusion and its flotsam disguise at the same time leaves the fulthrethu limited in the other actions it can take in a round.

All Monsters in "Alghollthu"

NameLevel
Alghollthu Master (Aboleth)7
Alghollthu, Fulthrethu5
Skum (Ulat-Kini)2
Slime Puppeteer (Ungothol)6
Faceless Stalker (Ugothol)4
Ulat-Kini Initiate4
Ulat-Kini Mindreaver7
Veiled Master (Vidileth)14

Alghollthu

Source Monster Core pg. 12 1.1
In bygone millennia, aquatic monsters known as alghollthus used their occult powers to conquer and rule vast swaths of the world. Alghollthus shaped their servitors and other creatures using mental manipulation and physically transformative magic. The rulers of the alghollthus, the so-called “veiled masters,” further shaped entire societies by assuming the forms of those they controlled.

In time, the alghollthus grew frustrated with upstart surface societies and meddling gods. They used incredible magical power to call forth a cataclysm, hoping to destroy the rebellious societies they'd manipulated. Yet they miscalculated the will to survive of those they treated as their pawns, and in time the world recovered, this time free of alghollthu influence.

Today, the alghollthus have mostly remained within the deep aquatic realms where they still rule without question. Yet they have not abandoned their plots entirely, and the reemergence of servitors like faceless stalkers suggests that the alghollthus have turned their hateful eyes to the surface once again.

Sidebar - Additional Lore Ancient Influences

The veiled masters influenced the ancient Azlanti, and it was they who invoked the apocalypse of Earthfall to destroy Azlant when humanity grew too prideful. That this act also called down the magical Starstone, an artifact capable of transforming mortals into gods, was an ironic turn of events considering the alghollthus' intolerance for faith.

Sidebar - Related Creatures Other Alghollthus

While the veiled masters are the rulers of alghollthu society, they are not the most powerful of their kind. Greater, more mysterious creatures that function as organic thought networks, immense aquatic engines of war, or specialized extractors of forgotten secrets dwell among their sunken cities. Meanwhile, the world above remains infested with creatures that were originally created by the alghollthus but have long since drifted away from their aquatic progenitors to become their own sinister monstrosities.