Jah-Tohl
Creature 8- Perception
- +18; darkvision, thoughtsense 60 feet
- Languages
- Aklo, Chthonian, Draconic, Protean, Sakvroth, Telepathy 100 feet
- Skills
- Acrobatics +17, Arcana +18, Athletics +16, Lore (all subcategories) +18, Occultism +21, Stealth +17
- Str +6, Dex +3, Con +5, Int +4, Wis +4, Cha +3
Telepathy 100 feet (aura, magical, mental)
Thoughtsense 60 feet The jah-tohl senses a creature's mental essence as a precise sense with the listed range; it cannot sense mindless creatures with thoughtsense.
- AC
- 26; Fort +15, Ref +13, Will +18; +1 status to all saves vs. magic
- HP
- 140; Immunities confused
Brain Blisters A jah-tohl has seven brain blisters on its back that it uses to house stolen brains. A jah-tohl without all seven blisters full is Stupefied with a value equal to the number of empty blisters.
Brain Loss If a jah-tohl takes 30 damage from a critical hit or 25 mental damage, it must succeed at a DC 26 save (Fortitude for critical damage or Will for mental damage) or one of its brain blisters is destroyed.
- Speed
- 25 feet, fly 30 feet
Melee ◆ jaws +20 (unarmed), Damage 2d12+6 piercing plus Mind Snatcher Venom
Melee ◆ claw +20 (agile, unarmed), Damage 2d8+6 slashing
Occult Spontaneous Spells DC 26, attack +18; 4th confusion, vision of death; 3rd haste, paralyze, dispel magic; 2nd humanoid form, invisibility, paranoia; 1st enfeeble, mindlink, sure strike; Cantrips (1st) detect magic, figment, light, telekinetic hand
Collect Brain ◆ (manipulate) The jah-tohl extracts the brain of a creature within its reach that has been dead for no more than 1 minute. It can then use an Interact action to secure the brain in one of its empty brain blisters and heal 20 healing Hit Points.
Mind Snatcher Venom (poison) Saving Throw DC 26 Fortitude
Maximum Duration 6 rounds
Stage 1 1d6 poison and Enfeebled 1 (1 round)
Stage 2 1d6 poison, enfeebled 1, and Slowed 1 (1 round)
Stage 3 2d6 poison, Enfeebled 2, and slowed 1 (1 round)
Source: Pathfinder Monster Core