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Neothelid

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 is nothing more than food.

Recall Knowledge - Aberration (Occultism): DC 36

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NeothelidCreature 15

UncommonCEGargantuanAberration
Source Bestiary 2 pg. 181 2.0
Perception +29; greater darkvision, thoughtsense 100 feet
Languages Aklo, Alghollthu, Undercommon; telepathy 100 feet
Skills Acrobatics +25, Athletics +28, Deception +29, Diplomacy +27, Intimidation +29, Occultism +29
Str +9, Dex +4, Con +6, Int +8, Wis +6, Cha +8
Thoughtsense (divination, mental, occult) The neothelid uses its mind as a precise sense at the listed range to notice all non-mindless creatures.
AC 37; Fort +27, Ref +23, Will +29; +1 status to all saves vs. magic
HP 345; Immunities acid; Resistances mental 15; Weaknesses cold iron 15
Dimensional Wormhole ReactionReaction (conjuration, occult, teleportation) Trigger A creature the neothelid is aware of uses a teleportation effect; Effect The neothelid creates an extradimensional wormhole at the triggering creature's initial location that persists for up to 1 minute. If the neothelid moves into the wormhole's space, the neothelid teleports to the same destination as the triggering creature.
Speed 30 feet, fly 50 feet
Melee Single ActionSingle Action jaws +28 [+23/+18] (reach 15 feet), Damage 3d12+13 piercing plus Improved GrabMelee Single ActionSingle Action rasping tongue +28 [+24/+20] (agile, fatal d10, reach 25 feet), Damage 3d8+13 slashingOccult Innate Spells DC 38, attack +30; 8th charm, suggestion, summon entity; 7th phantasmal calamity, teleport; 6th scrying (×3), suggestion (at will); 5th mind probe (at will), telekinetic haul (at will); Cantrips (8th) daze, detect magic, mage hand, telekinetic projectile
Rituals DC 38; 3rd geas; 2nd inveigle
Breath Weapon Two ActionsTwo Actions (acid, evocation, occult) The neothelid breathes a spray of acid that deals 16d6 acid damage in a 60-foot cone (DC 38 basic Reflex save). The neothelid can't use Breath Weapon again for 1d4 rounds.Instant Suggestion ReactionReaction Trigger A creature fails a Will save against a spell or effect created by the neothelid; Effect The neothelid casts a suggestion spell it has available on the creature that failed its Will save.Lashing Tongues Two ActionsTwo Actions 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 Single ActionSingle Action Large, 2d12 bludgeoning plus 2d12 acid, Rupture 27

Sidebar - Locations Denebrum

Most neothelids on Golarion reside in the Vault of Derebrum, deep within the Darklands. Here, in a vast cavern of fetid pools of stinking swamps and surreal forests of poisonous fungi, neothelid hives nestle among twisted spires of hardened resin that look as horrific as the monstrous worms themselves. Tended by armies of worm-like minions who worship them as gods, they endlessly plot, scheme, and wage war.