Neothelid
“Beneath the earth lies a horror beyond imagination – meet the Neothelid, the colossal worm that devours minds!”
Appearance: The Neothelid is a grotesque behemoth, resembling a nightmarish amalgamation of a colossal worm and a bloated, tentacled monstrosity. Its slimy, mottled hide writhes with repulsive vitality, oozing foul secretions that drip and sizzle upon contact with the earth. Rows of jagged teeth line its gaping maw, while writhing tentacles extend from its sides, each ending in a grotesque, grasping appendage.
Behavior: Despite its monstrous appearance, the Neothelid possesses a sinister intelligence that belies its bestial nature. It lurks in the darkest depths of subterranean caverns, its cavernous lair adorned with the broken remains of those unfortunate enough to stumble into its domain. Cunning and patient, it waits in the darkness, sensing the faintest tremors of approaching prey before striking with ruthless efficiency.
Habitat: The Neothelid makes its home in the deepest, most inhospitable regions of the Underdark, where the darkness is absolute and the earth is riddled with twisting caverns and labyrinthine tunnels. It prefers environments that offer ample opportunities for ambush and concealment, where it can lie in wait for unsuspecting victims to wander into its clutches.
Modus Operandi: The Neothelid is a relentless predator, driven by an insatiable hunger for the minds of sentient creatures. It uses its keen senses to detect the psychic emanations of potential prey, luring them into its lair with subtle manipulations and illusions. Once its victim is within reach, it strikes with blinding speed, ensnaring them in its writhing tentacles and dragging them into its gaping maw to be devoured mind and soul.
Motivation: The Neothelid’s motivations are shrouded in mystery, its desires and goals known only to itself. Some believe that it is driven by a primal instinct to feed and propagate, while others speculate that it serves as a harbinger of some dark and eldritch force lurking in the depths of the Underdark. Whatever its true motivations may be, one thing is certain – the Neothelid is a force of unimaginable horror, a nightmare made flesh that strikes fear into the hearts of even the bravest adventurers.
Neothelid 5e
Neothelid Pathfinder
Neothelid
Gargantuan aberration, chaotic evil
Armor Class 17 (natural armor)
Hit Points 325 (25d20 + 125)
Speed 30 ft., burrow 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
25 (+7) | 7 (-2) | 25 (+7) | 3 (-4) | 16 (+3) | 10 (+0) |
Saving Throws Con +13, Int +2, Wis +9
Skills Perception +9
Damage Resistances acid; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, frightened
Senses blindsight 120 ft. (blind beyond this radius), passive Perception 19
Languages understands Deep Speech but can’t speak
Challenge 13 (10,000 XP)
Innate Spellcasting (Psionics). The neothelid’s innate spellcasting ability is Wisdom (spell save DC 17). It can innately cast the following spells, requiring no material components:
At will: detect thoughts, levitate
3/day each: clairvoyance, telekinesis
1/day: dominate monster
Magic Resistance. The neothelid has advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The neothelid makes two attacks: one with its bite and one with its tentacles.
Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 32 (4d10 + 7) piercing damage.
Tentacles. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 22 (3d10 + 7) bludgeoning damage plus 14 (4d6) psychic damage. If the target is a creature, it must succeed on a DC 18 Constitution saving throw or be stunned until the end of the neothelid’s next turn.
Acid Breath (Recharge 5-6). The neothelid exhales acid in a 60-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one.
Psychic Screech (Recharge 6). The neothelid emits a horrific screech. Each creature within 120 feet of the neothelid that can hear it and that isn’t an aberration must succeed on a DC 18 Wisdom saving throw or take 22 (4d10) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Neothelid
Its slime-drenched length coiled upon itself in a shuddering mountain, this huge worm’s tentacled head rises like a snake’s.
This content is from the Paizo Core Rules.
Dwelling only in the deepest reaches of the underworld, the immense neothelids once ruled empires in the depths, yet their numbers have been vastly reduced as other races have proven swifter to breed and adapt. Today, the neothelid is a legend, the subject of tales of horror among those few to have experienced the creature’s wrath in person and lived to tell about it.
Neothelids are served by all manner of strange worm-like creatures, minions they use to observe and wage war against their enemies. The neothelids themselves were spawned by even more horrific entities, ageless horrors from strange dimensions beyond the edge of known reality’ the neothelids see themselves as the chosen agents of these malevolent forces, working to ready the world for their return.
Neothelid CR 15 |
XP 51,200 CE Gargantuan aberration Init +2; Senses Blindsight 100 ft., trace teleport 60 ft.; Perception+25 |
DEFENSE |
AC 30, touch 4, flat-footed 30 (-2 Dexterity, +26 natural, -4 size) hp 230 (20d8+140) Fort +15, Ref +4, Will +16 DR 10/cold iron; SR 26 |
OFFENSE |
Speed 30 ft., Fly 60 ft. (good) Melee 4 tongues +21 (3d6+10/19-20 plus grab) Space 20 ft.; Reach 20 ft. Special Attacks breath weapon (50-ft. cone, 14d10 acid, Reflex DC 27 half, once every 1d4 rounds), mind thrust, psychic crush, swallow whole (2d6+10 plus 2d6 acid, AC 23, hp 23) Spell-Like Abilities (CL 20th) Constant – fly At will – detect thoughts (DC 17), charm monster (DC 19), clairvoyance/clairaudience, suggestion (DC 18), telekinesis (DC 20), teleport, poison (DC 19) 3/day – quickened suggestion (DC 18) |
STATISTICS |
Strength 30, Dexterity 7, Constitution 24, Intelligence 16, Wisdom 15, Charisma 21 Base Atk +15; CMB +29 (+33 grapple); CMD 37 (can’t be tripped) Feats Cleave, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Critical (tongue), Improved Initiative, Improved Overrun, Iron Will, Power Attack, Quicken Spell-Like Ability (suggestion) Skills Bluff +25, Climb +33, Diplomacy +25, Fly -4, Intimidate +28, Knowledge, Perception +25, Spellcraft +26 Languages Aklo, Terran, Undercommon; telepathy 100 ft. (arcana) +26, |
SPECIAL ABILITIES |
Mind Thrust (Su) – As a standard action up to three times a day, a neothelid can deliver a massive blast of mental energy at any one target within 60 feet, inflicting 15d10 points of damage. A successful DC 25 Will save negates the effect. This effect can only harm creatures with Intelligence scores. This is a mind-affecting effect. The save DC is Charisma-based. Psychic Crush (Su) – As a standard action up to three times a day, a neothelid can attempt to crush the mind of a single creature within 60 feet. The target must make a DC 25 Will save or collapse, becoming unconscious and dying at -1 hit points. If the target succeeds on the save, it takes 6d6 points of damage and is sickened for 1 round. This is a mind-affecting effect. The save DC is Charisma-based. Trace Teleport (Ex) – A neothelid telepathically and reflexively learns the mental coordinates of the destination, of all creatures that teleport within 60 feet of it, gaining an awareness of the location equivalent to “seen casually.” This knowledge fades and is lost after 1 minute. This power does not grant any environmental information about the conditions of the destination. |
ECOLOGY |
Environment any underground Organization solitary, pair, or cult (3-5 plus 4-12 charmed slaves of various races) Treasure standard |