Nilith

Creature 10
  • Medium
  • aberration
Perception
+19; darkvision
Languages
Aklo, Common, Telepathy 100 feet
Skills
Acrobatics +21, Athletics +17, Intimidation +23, Occultism +19, Stealth +21, Survival +17
Str +3, Dex +5, Con +4, Int +3, Wis +3, Cha +5

Telepathy 100 feet (aura, magical, mental)

AC
32; Fort +17, Ref +20, Will +20
HP
150; Resistances mental 10, physical 5 (except silver)
Speed
25 feet, climb 30 feet

Melee ◆ claw +23 (agile, finesse, magical, unarmed), Damage 2d10+9 slashing plus Grab

Melee ◆ fangs +23 (finesse, magical), Damage 2d12+9 piercing

Occult Innate Spells DC 29, attack +21; 5th hallucination, mind probe, wave of despair; 4th confusion, flicker, nightmare, dream message, invisibility (at will, self only); 3rd mind reading (at will); Cantrips (1st) message, read aura, shield, telekinetic hand

Mind Crush ◆ (mental, occult) Requirements The nilith has a creature Grabbed

Effect The nilith reaches into the mind of the grabbed creature and implants disjointed images of the victim's worst fears and nightmares. The grabbed creature takes 6d6 mental damage with a DC 31 basic Will save. On a critical failure, the target is also affected as though by Never Mind, and it must attempt a second Will save against that effect.

Grab ◆

Source: Pathfinder Monster Core

Running this fight? Add the nilith to the initiative tracker: type its name and the AC, hit points and Perception for initiative fill in, and the book button shows this stat block mid-fight.

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