Nilith
Creature 10- 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