Qlippoth, Thulgant
“Meet the Thulgant: a spider-legged nightmare born from cannibalistic orgies, wielding venomous stingers and mind-shattering magic to reclaim the Abyss from demons!”
A Thulgant is a grotesque fusion of arachnid and cephalopod features. It stands on ten spindly, spider-like legs that support its massive, chitinous body. From its head sprout numerous writhing, dripping tentacles, situated above a cluster of glowing red eyes. Three long, scorpion-like stingers whip menacingly from its form, each capable of delivering debilitating venom. This terrifying visage is further accentuated by its unsettling movements and the constant, unnatural twitching of its limbs.
Behavior
Thulgants are among the most dangerous of the qlippoth, combining deadly physical attacks with potent magical abilities. They are born from the cannibalistic orgies of augnagar qlippoth, existing solely to eradicate demons from the Abyss. However, they also rule horrific hives deep within the Abyss, populated by hideous minions bound into servitude. Thulgants decorate their lairs with petrified or enstasis victims of great power, using these trophies to assert their dominance.
Habitat
Thulgants dwell deep within the Abyss, particularly in the realm of Yad Iagnoth. Here, they construct towering hives filled with enslaved minions and the petrified remains of powerful victims. These lairs are not only centers of power but also serve as grim galleries showcasing their conquests. The more formidable the victim, the greater the Thulgant’s prestige among its kind.
Modus Operandi
In combat, Thulgants are relentless and strategic. They employ their multiple stingers to deliver debilitating venom, each targeting different aspects of a victim’s physical and mental faculties. Their tentacles can grasp and crush foes, while their magical abilities allow them to manipulate the battlefield, summon reinforcements, or incapacitate enemies. Outside of battle, they use their minions to lure or capture powerful beings, adding them to their collection of petrified trophies or turning them into servants.
Motivation
Thulgants are driven by an ancient and singular purpose: the eradication of demons and the restoration of the Abyss to qlippoth rule. They view demons as a blight upon their once-pure realm and dedicate their existence to purging them. This mission is not born of altruism but of a deep-seated hatred and a desire to reclaim their lost dominion. Their actions are methodical and calculated, reflecting their unwavering commitment to this cause.
Thulgant 5e
Thulgant, Pathfinder
Thulgant, Scourge of the Abyss
Large Fiend (Qlippoth), Chaotic Evil
Armor Class
- AC: 22 (Natural Armor)
Hit Points
- Hit Points: 310 (23d10 + 161)
Speed
- Speed: 40 ft., climb 40 ft., fly 60 ft. (hover)
Ability Scores
Strength | Dexterity | Constitution | Intelligence | Wisdom | Charisma |
---|---|---|---|---|---|
26 (+8) | 34 (+12) | 29 (+9) | 24 (+7) | 27 (+8) | 25 (+7) |
Saving Throws & Skills
- Saving Throws: Strength +16, Dexterity +16, Constitution +17, Intelligence +15, Wisdom +16, Charisma +15
- Skills: Acrobatics +20, Athletics +22, Intimidation +18, Perception +21, Stealth +18, Arcana +17, History +18, Nature +16, Religion +17
Damage Resistances
- Resistances: Acid, Cold, Fire, Lightning (10 each)
- Damage Immunities: Poison, Psychic
- Damage Vulnerabilities: Lawful-aligned damage
Senses
- Darkvision: 120 ft.
- True Seeing: At will
- Passive Perception: 31
Languages
- Languages: Abyssal, Telepathy 120 ft.
Challenge Rating
- CR: 18
Proficiency Bonus
- Proficiency Bonus: +6
Traits
- Demon Hunter: It gains a +10 bonus to attack rolls and saving throws against demons. Its attacks are treated as magical and deal extra damage to demons.
- Horrific Appearance: Any creature that starts its turn within 30 feet of the Thulgant must succeed on a DC 25 Wisdom saving throw or be frightened 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.
- Regeneration: It regains 10 hit points at the start of its turn. If the Thulgant takes radiant damage, this trait doesn’t function at the start of the Thulgant’s next turn.
- Spellcasting: The Thulgant is a 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). It has the following spells prepared:
- Cantrips (at will): Thaumaturgy, Chill Touch, Mage Hand, Minor Illusion
- 1st level (4 slots): Disguise Self, Mage Armor, Shield, Magic Missile
- 2nd level (3 slots): Mirror Image, Misty Step, Hold Person
- 3rd level (3 slots): Counterspell, Fly, Fireball
- 4th level (3 slots): Greater Invisibility, Phantasmal Killer
- 5th level (3 slots): Dominate Person, Cloudkill
- 6th level (2 slots): True Seeing, Disintegrate
- 7th level (2 slots): Plane Shift, Finger of Death
- 8th level (1 slot): Power Word Stun
- 9th level (1 slot): Wish
Actions
- Multiattack: The Thulgant makes three attacks: one with its stinger and two with its tentacles.
- Stinger: Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 3d12 + 8 piercing damage. The target must succeed on a DC 20 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target takes 3d6 psychic damage at the start of each of its turns.
- Tentacle: Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 2d8 + 6 bludgeoning damage plus 2d6 acid damage. The target is grappled (escape DC 18). Until this grapple ends, the Thulgant can’t use this tentacle to make attacks.
- Mind-Rending Sting: Recharge 5–6. The Thulgant targets one creature it poisoned with its stinger attack. The target must succeed on a DC 20 Intelligence saving throw or take 6d10 psychic damage and be stunned until the end of the Thulgant’s next turn.
- Stunning Display: Recharge 6. The Thulgant presents its numerous tentacles and stingers in a horrifying display. Each creature within 30 feet of the Thulgant that can see it must succeed on a DC 20 Wisdom saving throw or be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Lair Actions
On initiative count 20 (losing initiative ties), the Thulgant can take a lair action to cause one of the following effects; the Thulgant can’t use the same effect two rounds in a row:
- Summon Minions: The Thulgant summons 1d4 + 1 quasit demons in unoccupied spaces within 60 feet of it. The summoned demons act immediately after the Thulgant’s turn and remain for 1 hour, until they die, or until the Thulgant dismisses them (no action required).
- Terrifying Visage: The Thulgant’s horrific appearance intensifies. Each creature of the Thulgant’s choice within 30 feet that can see it must succeed on a DC 20 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
- Abyssal Surge: The Thulgant channels the chaotic energy of the Abyss. Each creature within 20 feet of the Thulgant must succeed on a DC 20 Dexterity saving throw or take 3d6 fire damage and be knocked prone. A creature that succeeds on the saving throw takes half as much damage and isn’t knocked prone.
Regional Effects
The region containing a Thulgant’s lair is warped by the creature’s presence, which creates one or more of the following effects:
- Warped Terrain: The terrain within 1 mile of the lair becomes twisted and unnatural. Plants grow in unnatural patterns, and the land shifts unpredictably.
- Distorted Time: Time behaves erratically near the lair. Creatures within 1 mile of the lair experience time dilation effects, such as periods where time seems to slow or speed up unpredictably.
- Chaotic Weather: The weather within 1 mile of the lair becomes erratic and dangerous. Storms may appear without warning, and the weather can change rapidly and violently.
Tactics
- Opening Move: The Thulgant begins combat by using its Stunning Display to incapacitate multiple foes, then follows up with Mind-Rending Sting to eliminate the most vulnerable target.
- Mid-Combat Strategy: It uses Tentacle attacks to grapple and restrain enemies, setting them up for devastating Stinger strikes.
- Spell Usage: The Thulgant employs spells like Greater Invisibility and Counterspell to control the battlefield and neutralize threats.
- Lair Defense: When in its lair, the Thulgant utilizes Summon Minions to overwhelm intruders and Terrifying Visage to maintain psychological pressure.
Thulgant
CR 18
XP 51,200
CE Large Outsider (Abyssal, Chaotic, Evil, Extraplanar)
Init +4;
Senses darkvision 60 ft., true seeing 120 ft.; Perception +26
DEFENSE
AC 32, touch 14, flat-footed 28 (+4 Dex, +18 natural)
hp 380 (30d10+210)
Fort +21, Ref +14, Will +18
Defensive Abilities damage reduction 10/lawful; regeneration 10 (good or lawful weapons); resist acid 10, cold 10, electricity 10; immunity to electricity, poison, and sleep effects; SR 29
OFFENSE
Speed 40 ft., climb 40 ft., fly 60 ft. (perfect)
Melee bite +24 (2d6+10 plus poison), 2 claws +24 (2d6+10), 2 tentacles +22 (1d8+5 plus poison), sting +22 (2d6+5 plus poison)
Space/Reach 10 ft./10 ft. (20 ft. with tentacles)
Special Attacks constrict (tentacle, 2d8+15), poison (bite, sting, tentacle), spell-like abilities
STATISTICS
Str 30, Dex 18, Con 25, Int 17, Wis 22, Cha 19
Base Atk +30; CMB +35; CMD 49
Feats Combat Reflexes, Improved Initiative, Iron Will, Power Attack, Weapon Focus (bite), Weapon Focus (claw)
Skills Acrobatics +20, Climb +22, Escape Artist +18, Intimidate +24, Knowledge (planes) +22, Perception +26, Stealth +18
Languages Abyssal, Celestial, Infernal, telepathy 100 ft.
SQ abyssal magic, dimensional step, spell resistance, true seeing
SPECIAL ABILITIES
- Abyssal Magic (Sp): At will—greater invisibility, telekinesis (caster level 20th); 3/day—disintegrate, plane shift (self plus 50 lbs. of objects only); 1/day—wish. The Thulgant’s caster level for these effects is 20th, and its caster level check to overcome spell resistance is +28.
- Dimensional Step (Su): As a swift action, the Thulgant can teleport up to 60 feet to a location it can see. This ability functions similarly to the spell dimension door but does not provoke attacks of opportunity.
- Poison (Ex): Injury—bite, sting, or tentacle; save Fort DC 29; frequency 1/round for 6 rounds; effect 1d6 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.
- True Seeing (Su): The Thulgant continuously benefits from the effects of a true seeing spell.
TACTICS
Before Combat The Thulgant uses its greater invisibility to approach enemies undetected. It may also use telekinesis to manipulate objects or disarm opponents from a distance.
During Combat The Thulgant opens combat by using its dimensional step to position itself advantageously. It then employs its bite and tentacle attacks to poison and constrict foes. It uses its spell-like abilities to control the battlefield, casting disintegrate on weakened enemies and plane shift to banish those who attempt to flee.
Morale The Thulgant fights to the death, driven by its singular purpose to eradicate all demons from the Abyss.
ECOLOGY
Environment Any (Abyss)
Organization Solitary
Treasure Standard
SPECIAL ABILITIES
- Abyssal Magic (Sp): The Thulgant’s connection to the Abyss grants it access to powerful spell-like abilities. These abilities allow it to manipulate the battlefield, become invisible, and even reshape reality to some extent.
- Constant (always active): Cloak of Chaos (DC 25), Displacement, Freedom of Movement, True Seeing
- At will (usable any number of times per day): Dimension Door, Greater Dispel Magic, Telekinesis (DC 22)
- 3/day (three times per day): Quickened Dimension Door, Flesh to Stone (DC 23), Word of Chaos (DC 24)
- 1/day (once per day): Binding (DC 25), Plane Shift (DC 24), Telekinetic Sphere (DC 25), Temporal Stasis (DC 25)
- Dimensional Step (Su): This ability reflects the Thulgant’s mastery over spatial dimensions, enabling it to move instantaneously across the battlefield, avoiding attacks and positioning itself for optimal strikes.
- Poison (Ex): The Thulgant’s natural attacks deliver potent toxins that weaken its foes, sapping their strength and vitality over time.
- True Seeing (Su): With this ability, the Thulgant can perceive its surroundings with perfect clarity, seeing through illusions and detecting hidden or invisible creatures.
Note: The Thulgant is a unique and formidable creature, often serving as a powerful antagonist or a rare ally in campaigns involving planar travel or conflicts with demonic forces.