Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Demon Hunter
(divination, occult) The thulgant causes a demon within 30 feet to suffer the effect of its sinful vulnerability.
Ability
Greater Constrict
2d6+17 bludgeoning and 1d6 acid, DC 40
Ability
Mind-Rending Sting
Circumstance: The thulgant hits the same enemy with two consecutive sting Strik
The thulgant deals 3d12+17 mental damage to the enemy. If the enemy is affected by thulgant venom, that poison gains the virulent trait.
Ability
Occult Innate Spells
DC 40; 9th flesh to stone (×3), phantasmal calamity; 8th dispel magic, divine aura (chaotic only), divine decree (chaotic only), phantom pain (×3); 7th plane shift; Cantrips (9th) daze, detect magic; Constant (6th) true seeing; (4th) freedom of movement
Ability
Rituals
DC 40; 9th imprisonment
Ability
Stunning Display
(concentrate, emotion, enchantment, fear, incapacitation, mental, occult, visual) The thulgant rises up on its twitching limbs and presents its numerous tentacles and stingers in a horrifying display of awfulness. Creatures in a 30-foot emanation must attempt a DC 40 Will save, after which they are temporarily immune to further Stunning Displays for 1 minute. Critical Success The creature is unaffected. Success The creature is stunned 1. Failure The creature is stunned 4. Critical Failure The creature is stunned 8.
Ability
Thulgant Venom
(poison) Saving Throw Fortitude DC 40; Maximum Duration 6 rounds; Stage 1 3d6 poison damage and the victim gains one of the following at random: clumsy 1, enfeebled 1, or stupefied 1 (1 round); Stage 2 6d6 poison damage and the victim gains two of the following at random: clumsy 2, enfeebled 2, or stupefied 2 (1 round); Stage 3 9d6 poison damage and the victim gains all three of the following: clumsy 3, enfeebled 3, and stupefied 3 (1 round)
Offense
Melee
Circumstance: combat round (melee)
stinger +35 [+30/+25] (reach 10 feet), Damage 3d12+17 piercing plus 3d6 mental, 1d6 chaotic, and thulgant venom
Trait
Fiend
Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.
Trait
Qlippoth
A family of fiends hailing from the Abyss, most qlippoth are chaotic evil. Their appearance affects the minds of non-qlippoth that view them.
Immunity
controlled
fear
Language
Abyssal
telepathy 100 feet
Perception
greater darkvision
true seeing
Resistance
mental 15
physical 15 (except cold iron)
Weakness
lawful 15