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Xulgath Thoughtmaw

Xulgath thoughtmaws are inheritors of the xulgaths' ancient psychic legacy. They eagerly and liberally use their ability to extract knowledge from their foes to quicken their own prodigious intellects.

Recall Knowledge - Humanoid (Society): DC 39

Xulgath ThoughtmawCreature 15

RareCEMediumAmphibiousHumanoidXulgath
Source Pathfinder #156: The Apocalypse Prophet pg. 85
Perception +30; darkvision, thoughtsense (imprecise) 60 feet
Languages Draconic, Undercommon; telepathy 100 feet
Skills Acrobatics +25, Arcana +27, Deception +29, Diplomacy +27, Intimidation +29, Occultism +31, Society +27, Xulgath Lore +31
Str +4, Dex +6, Con +4, Int +8, Wis +5, Cha +6
Thoughtsense (divination, mental, occult) The thoughtmaw senses a creature's mental essence at the listed range.
Items +2 striking spear, +2 resilient leather armor
AC 36; Fort +23, Ref +26, Will +30
HP 280; Resistances mental 15
Psychogenic Secretions (aura, mental) 30 feet. A creature that enters the emanation must attempt a DC 36 Will save. On a failure, the creature is stupefied 1 for 1 minute (stupefied 2 and also paralyzed for 1 round on a critical failure). A creature that succeeds at its save is temporarily immune to psychogenic secretions for 1 minute.
Speed 25 feet, fly 35 feet (from fly)
Melee Single ActionSingle Action spear +30 [+25/+20] (magical), Damage 2d6+10 piercingMelee Single ActionSingle Action jaws +28 [+23/+18], Damage 3d8+10 piercingMelee Single ActionSingle Action claw +28 [+24/+20] (agile, finesse), Damage 3d4+10 slashingRanged Single ActionSingle Action spear +30 [+25/+20] (magical, thrown 20 feet), Damage 2d6+10 piercingOccult Spontaneous Spells DC 36; 7th phantasmal killer, visions of danger, warp mind (3 slots); 6th phantasmal calamity, scrying, wall of force (3 slots); 5th hallucination, mind probe, synaptic pulse (3 slots); 4th invisibility, modify memory, suggestion (3 slots); Cantrips (7th) daze, forbidding ward, message, shield
Occult Innate Spells DC 36, attack +28; 8th phantom pain (×3); 5th telekinetic haul (at will); 2nd telekinetic maneuver (at will); Cantrips (8th) telekinetic projectile; Constant (8th) fly
Occult Rituals DC 36; 2nd inveigle
Consume Knowledge Two ActionsTwo Actions (divination, mental, occult) The thoughtmaw invades the mind of a creature within 100 feet and attempts to swallow its capacity for higher thought. The creature must attempt a DC 36 Will save. Using Consume Knowledge immediately ends any of the ability's previous effects on a different creature.
Critical Success The creature is unaffected.
Success The creature is slowed 1 for 1 round.
Failure The creature is slowed 1 and can take no actions other than basic actions for 1 minute.
Critical Failure As failure, and the thoughtmaw is quickened 1 for 1 minute. It can use this extra action to Stride, Strike, or Cast a Spell if the target had prepared spells or a spell repertoire.

Sidebar - Locations Thoughtmaw Locations

Few thoughtmaws travel beyond the deepest vaults of the Darklands. There, they dwell in crumbling ziggurats and plumb ruins for lost knowledge, directing xulgath clutches through mental finesse or outright domination. Some seek to transcend mortal existence, while others plan conquests of the surface world.

All Monsters in "Xulgath"

NameLevel
Xulgath Bilebearer2
Xulgath Deepmouth12
Xulgath Gutrager10
Xulgath Leader3
Xulgath Skulker2
Xulgath Spinesnapper5
Xulgath Stoneliege8
Xulgath Thoughtmaw15
Xulgath Warrior1

Xulgath

Source Bestiary pg. 336
Reptilian humanoids who live in the uppermost reaches of the Darklands, xulgaths (known as troglodytes to many surface-dwelling folk) often attack intruders in their territory on sight. They live in simple familial communities, battling rival groups and other aggressive Darklands inhabitants in order to survive. They occasionally raid surface settlements, usually at the behest of cruel, bloodthirsty leaders who are often themselves in the thrall of more powerful creatures like nagas or demons. A typical xulgath has dull gray, dark gray, or ashen scales, with a long tail and bony protrusions that run the length of its spine. A typical xulgath is 5 feet tall and weighs 150 pounds.

Although today the xulgaths are brutal and scattered, they were one of the first intelligent humanoids to rise in the primeval world, once ruling over a mighty empire that stretched throughout the Darklands. Today, all that remains of this era are ruins of massive stone ziggurats and crumbling cities found within some of the larger caverns. Some groups of xulgaths continue to live among these ruins, venerating their ancestors’ accomplishments, while others consider these areas taboo and leave them to become infested with Darklands vermin. Sages don’t agree on why the ancient xulgath civilization fell. Some suspect it was the result of a loss of several wars waged against serpentfolk, while others suggest that the corruptive influence of demon worship rotted their culture from within.

Certainly, many xulgath settlements continue to worship demons to this day, paying homage and offering live sacrifices to terrible creatures from the Abyss. Occasionally, a xulgath shaman can call forth and bind a lesser demon to help serve the group, but a shaman who delves too deep into occultism might summon a more powerful fiend that either tears the xulgaths to pieces or enslaves them.

Sidebar - Additional Lore Other Xulgath Religions

Zevgavizeb is the most popular deity among xulgaths—particularly in the largest and most successful clutches—but other demon lords and deities are worshipped as well. Among Golarion's major gods, Pharasma, Rovagug, and even Erastil are known to answer the prayers of xulgath devotees.

Sidebar - Additional Lore Xulgath Society

Xulgaths respect strength, and the leader of a community is usually the strongest of all of them. The leader’s dominance is rarely questioned until a potentially stronger xulgath believes it’s time for a change in rulership. The two xulgaths then face off in a fight to the death, with the victor claiming rule.

Sidebar - Treasure and Rewards Xulgath Treasure

Xulgaths are relatively primitive, using tools and weapons of stone and other materials scavenged from the surface. These can replicate most simple and a few martial melee weapons, as well as simple thrown ranged weapons. An advanced tribe of xulgaths might be able to craft low-level magical talismans, such as a potency crystal or a returning clasp.