Neothelid
Gargantuan aberration- Challenge
- STR
- 8
- DEX
- −1
- CON
- 5
- INT
- −4
- WIS
- 3
- CHA
- 1
- Soak
- 3
- Fort
- +7
- Ref
- +5
- Will
- +6
Creature Sense. The neothelid is aware of the presence of creatures within 3 kilometers of it that have an Intelligence of −4 or higher. It knows the distance and direction to each creature, as well as each creature’s Intelligence, but can’t sense anything else about it. A creature protected by a psychic fortress spell augmented to mind blank, a nondetection spell, or similar magic can’t be perceived in this manner.
Ki. The neothelid uses maneuvers (maneuver save Difficulty 21) and uses Psionics (int) to cast spells (spell save Difficulty 9, +0 to hit with spell attacks). It has 24 ki, a dice limit of 4, a mana limit of 2, regains all expended ki when it finishes a long rest, and regains half its total ki when it finishes a short rest.
It knows the following maneuvers, which it can use by expending a number of ki based on the maneuver’s dice cost:
1 stamina die: bonecrush, debilitating crush, disorient, knockback, rolling stone, spring attack
2 stamina dice: stone bones, tremoring strike
It knows the following spells, which it can cast by expending 2 ki for each mana that the spell costs:
At will: levitate
1 mana: bones of the earth, confusion, telekinesis, tremor
2 mana: fissures, move earth, stoneskin
1/day: feeblemind
Magic Resistance. The neothelid has advantage on saving throws against spells and other magical effects.
Actions (2)
Tentacles. Melee Weapon Attack: +12 to hit, reach 3 m. Hit: 17 (2d8 + 8) bludgeoning damage plus 9 (2d8) psychic damage. If the target is a Large or smaller creature, it must succeed on a Difficulty 21 Reflex saving throw or be swallowed by the neothelid. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the neothelid, and it takes 35 (10d6) acid damage at the start of each of the neothelid’s turns.
While the neothelid isn’t incapacitated, it can regurgitate the creature at any time (no action required) in a space within 1 meter of it. The creature exits prone.
If the neothelid takes 30 damage or more on a single turn from a creature inside it, the neothelid must succeed on a Difficulty 18 Fortitude saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 2 meters of the neothelid. If the neothelid dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 4 meters of movement, exiting prone.
Once a creature is no longer swallowed, it is corroded 3 until the end of the neothelid’s next turn or until the end of the round if the neothelid is dead.
Acid Breath (Costs 2 actions; Recharge 5–6). The neothelid exhales acid in a 10-meter cone or line. Each creature in that area must make a Difficulty 18 Reflex saving throw. On a failure, a creature takes 63 (14d8) acid damage immediately and additional acid damage equal to half the amount of acid damage dealt at the end of its next turn and a creature’s armor or natural armor is corroded 4 until the end of the neothelid’s next turn. On a success, a creature takes half the initial damage.
Maneuvers
As an action, make a melee weapon attack that deals bludgeoning damage to crush the creature’s skeletal structure.
On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or it is slowed 1 until the end of its next turn.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage for each additional stamina die expended and the slowed level by 1 for every two additional stamina die expended.
You can expend 1 additional stamina die so the creature is slowed for 1 minute/stamina die. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
As an action, make a melee weapon attack with a weapon that deals bludgeoning damage to debilitate the creature.
On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or it only deals half damage until the end of its next turn..
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage for each additional stamina die expended. This augment also causes the creature to be debilitated for 1 minute/stamina die. At the end of each of its turns, a debilitated creature can repeat the saving throw, ending the effect on itself on a success.
1 minute/stamina die
As an action, make a weapon attack to disorient the creature.
On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Reflex saving throw or it can’t take reactions for the duration.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Enhance
You can increase the damage for each additional stamina die expended.
Stagger. You can expend 1 additional stamina die so the creature is staggered instead of not being able to take reactions, but only until the end of its next turn. You can expend 1 additional stamina die so the creature is staggered for the duration.
Incapacitate. You can expend 2 additional stamina die so the creature is incapacitated instead of not being able to take reactions, but only until the end of its next turn.
Stun. You can expend 4 additional stamina die so the creature is stunned instead of not being able to take reactions, but only until the end of its next turn.
As an action, make a weapon attack to knock the creature back.
On a hit, add the stamina die to the attack’s damage and if the creature is your size or smaller, it must succeed on a Reflex saving throw or you push it 4 meters away from you.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage, push the creature an additional meter, and target a creature of a larger size for each additional stamina die expended.
As an action, you can use the Dash action. If you use a Brawn check to Overrun a creature during this movement and your check passes the creature’s passive Brawn or Nimbleness (if it chooses to avoid you), it takes bludgeoning damage equal to the stamina die and is knocked prone. If you fail to Overrun by 4 or less, the creature takes half as much bludgeoning damage, but isn’t knocked prone.
Enhance
You can increase the damage for each additional stamina die expended.
As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.
On a hit, add the stamina die to the attack’s damage.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage for each additional stamina die expended.
As a reaction, which you use when you are hit by a weapon attack and take bludgeoning, piercing, or slashing damage from it, you halve the attack’s damage against you.
As an action, make a melee weapon attack with a weapon that deals bludgeoning damage to cause a tremor to ripple out from the creature. Each creature on the ground other than you within 1 meter of the creature must make a Reflex saving throw.
On a failure, a creature is knocked prone.
Enhance
You can add the stamina die as bludgeoning damage if the creature fails the saving throw for each additional stamina die expended.
You can expend 1 additional stamina dice to increase the area to within 2 meters of the creature.
Spells
As an action, a pillar of stone bursts from a place on the ground that you can see within 20 meters. A pillar is a cylinder. The ground where a pillar appears must be wide enough for its diameter.
A pillar has 12 Defense, 2 Soak, and 30 Health. When reduced to 0 health, a pillar crumbles into rubble, which creates an area of difficult terrain that is twice as wide as its normal radius that lasts until the rubble is cleared. Each 1-meter diameter portion of the area requires at least 1 minute to clear by hand.
If a pillar is created under a creature, that creature must make a Reflex saving throw or be lifted by the pillar. A creature can choose to fail the save.
On a success, the creature moves up to 1 meter to the nearest space.
If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 4d6 bludgeoning damage and is restrained, pinched between the pillar and the obstacle. A creature restrained by a pillar can use an action to make a Brawn or Nimbleness check (its choice) against your spell save Difficulty.
On a success, the creature is no longer restrained and must either move off the pillar or fall off it.
Augment
You can create one additional pillar for each additional mana expended.
As an action, you assault and twist a creature’s mind, spawning delusions and provoking uncontrolled actions. Choose a creature that you can touch or see within 10 meters. The target must succeed on a Will saving throw or it is confused until the end of its next turn.
Augment
You can expend 1 additional mana so the duration changes to 1 minute/mana, concentration and the creature is confused for the duration. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.
concentration, 5 minutes/mana
As an action, you raise your hands to the sky as you rise vertically, up to 5 meters, and remain suspended there for the duration.
You can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows you to move as if you were climbing. Once on your turn, you can change your altitude by up to 5 meters in either direction.
If you are still aloft when the effect ends, you descend 10 meters per round for 1 minute until you lands, which you do safely. If you can’t land after 1 minute, you fall the remaining distance.
Augment
You can target one additional willing creature or object within 10 meters for each additional mana expended. The creatures and objects must be within 5 meters of each other when you target them. The spell can levitate a Medium or smaller creature or objects that weighs up to 150 kilos. Once on your turn, you can change the altitude of a target within 10 meters by up to 5 meters in either direction. You can affect a creature of a larger size and an object that weighs 150 kilos more for each additional mana expended.
You can expend 1 additional mana to target a creature that you can touch or see within 10 meters. The creature must succeed on a Fortitude save or it is levitated, up to 5 meters, and remains suspended there for the duration. The spell can levitate a Medium or smaller creature. Once on your turn, you can change the altitude of a target within 10 meters by up to 5 meters in either direction. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can affect a creature of a larger size for each additional mana expended.
Fly. You can expend 1 additional mana and touch a willing creature so the creature gains a flying speed of 10 meters for the duration.
concentration, 5 minutes/mana
As an action, you gain the ability to move or manipulate objects by thought. When you cast the spell, and as an action each round for the duration, you can exert your will on one object that you can touch or see within 10 meters. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.
You can try to move an object that weighs up to 100 kilos. If the object isn’t being worn or carried, you automatically move it up to 5 meters in any direction, but not beyond the range of this spell.
If the object is worn or carried by a creature, you must make a skill check with your spellcasting skill contested by that creature’s Brawn check. If you succeed, you pull the object away from that creature and can move it up to 5 meters in any direction but not beyond the range of this spell.
You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.
Augment
You can expend 1 additional mana so the maximum weight of objects that you can target with this spell increases by 150 kilos.
Telekinetic Grip. You can expend 1 additional mana to target a Medium or smaller creature instead of an object. An unwilling creature must make a Reflex saving throw to avoid the effect. If the creature fails, you move the creature up to 5 meters in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.
On subsequent turns, you can use an action to attempt to maintain your telekinetic grip on the creature, forcing it to make the saving throw.
Large. You can expend 2 additional mana to target a Large or smaller creature instead of an object.
Huge. You can expend 3 additional mana to target a Huge or smaller creature instead of an object.
As an action, a tremor ripples out from you along the ground. Each creature other than you on the ground in a sphere centered on you must make a Reflex saving throw.
On a failure, it takes 1d8 bludgeoning damage and is knocked prone.
On a critical failure, it takes twice as much damage.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 1-meter diameter portion requiring at least 1 minute to clear by hand.
Augment
You can increase the damage by 1d8 for each additional mana expended.
Tremors. You can expend 2 additional mana so it deals no damage, but the tremors around you are continuous. The duration changes to 1 minute/mana, concentration and the tremors erupt around you in an aura shaped as a sphere. Until the spell ends, the aura moves with you, centered on you.
concentration, 1 minute/mana
As two actions, small fissures continuously open and close on the ground in a sphere centered on a point within 20 meters for the duration. The fissures turn the ground into difficult terrain for the duration.
A creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Reflex saving throw.
On a failure, it takes 3d8 bludgeoning damage and is knocked prone.
On a critical failure, it takes twice as much damage.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
At the start of each of your turns if the fissures are within 20 meters of you, you can cause them to move up to 2 meters in a direction that you choose. If you spend an action, you can move them up to 10 meters. Any difficult terrain that is no longer in the fissures returns to normal.
Augment
You can increase the damage by 1d8 for every two additional mana expended.
You can expend 1 additional mana so the duration changes to 1 hour/mana.
concentration, 1 hour/mana
As two actions, choose a sphere of terrain twice as big as normal within 20 meters. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area’s elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can’t exceed half the area’s largest dimension. So, if you affect a 5-meter square, you can create a pillar up to 3 meters high, raise or lower the square’s elevation by up to 3 meters, dig a trench up to 3 meters deep, and so on. It takes 10 minutes for these changes to complete.
Every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect.
Because the terrain’s transformation occurs slowly, creatures in the area can’t usually be trapped or injured by the ground’s movement.
This spell can’t manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse.
Similarly, this spell doesn’t directly affect plant growth. The moved earth carries any plants along with it.
1 minute/mana
As two actions, your flesh turns as hard as stone. You have resistance to bludgeoning, piercing, and slashing damage from attacks that aren’t adamantine for the duration.
Augment
You can expend 1 additional mana to target a creature you can touch or see within 10 meters.
As two actions, you blast the mind of a creature that you can touch or see within 20 meters, shattering its intellect and personality. The creature must make a Will saving throw. If the creature has no moisture in its body, the spell has no effect on it.
On a failure, it takes 6d6 psychic damage and the creature’s Intelligence and Charisma become −5. The creature can’t cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them.
On a critical failure, it takes twice as much damage.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
After 30 days, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends.
The spell can also be ended by a restoration spell augmented to 4 mana or miracle or wish.