Nuthril

aberration · CR 4 · from Book of Beasts II · by Robert J. Hall
Nuthril
StatisticValue
Size/TypeTiny Aberration
Hit Dice6d8-6 (21 hp)
Initiative+7
Speed5 ft. (1 square), fly 30 ft. (good)
Armor Class17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14
Base Attack/Grapple+4/-4
AttackTentacle lash +9 melee (1d2 and drain)
Full AttackTentacle lash +9 melee (1d2 and drain)
Space/Reach2-½ ft./0 ft.
Special AttacksPsi-like abilities, psychic drain
Special QualitiesDarkvision 90 ft., power resistance 17, flight, telepathy 100 ft.
SavesFort +1, Ref +5, Will +8
AbilitiesStr 11, Dex 16, Con 9, Int 12, Wis 16, Cha 15
SkillsConcentration +10, Escape Artist +7, Hide +6, Listen +6, Move Silently +7, Spot +6, Survival +6
FeatsAlertness, Improved Initiative, Weapon Finesse
EnvironmentUnderground
OrganizationSolitary, pair, bunch (3–5), or pack (6–20, plus a 3rd-level leader).
Challenge Rating4
TreasureNo coins; double goods; standard items Alignment: Usually lawful neutral
AdvancementBy character class
Level Adjustment―

Description

A strange creature hangs before you, floating effortlessly in mid air. The upper portion is shaped as a hairless humanoid head, with a darker mottled pattern across the scalp. Dangling beneath the neck is a thick bundle of rubbery tentacles that are in constant motion.

A recent arrival in the underground realm is this bizarre, floating creature. Its body consists of a bald, hairless humanoid head with a thick bundle of wriggling, fleshy tentacles hanging below the neck. These flexible tentacles are as nimble as hands, and are capable of tool use or wielding a weapon.

The nuthril has potent psionic abilities and moves about by levitating its body using psychokinesis. As it was created for existence in darkness, it possesses the darkvision of many underground denizens.

The origins of this species remain a mystery, even to themselves. However their leaders periodically receive telepathic instructions from a being that calls itself the Watcher. They are uncertain if this being is an unknown god, or simply a wise and very powerful psionic creature.

Nuthril speak Undercommon.

Combat

Nuthril prefer to fight from a distance, using their psionic abilities. If pressed into melee combat, a nuthril lashes its enemies with the thick tentacles hanging from its head, draining psychic energy. Due to their size they can only employ tiny weapons.

Psi-Like Abilities: At will―animate rope, psionic charm (DC 13), attraction (DC 13), read thoughts (DC 14), psionic lock, far hand, control object. 3/day―false sensory input (DC 15), mental disruption (DC 14), brain lock (DC 14), psionic suggestion (14). Manifester level 6th. The save DCs are Charisma-based.

Psychic Drain (Ex): An opponent struck by the tentacle lash of a nuthril must succeed on a DC 15 Willpower save or be stunned for 1d4 rounds. The save DC is Charisma-based.

Flight (Ex): A nuthril’s body is levitated by psychokinetic powers. This allows it to fly at a speed of 30 feet. As long as it remains conscious, this ability also grants it a permanent feather fall effect (as the spell) with personal range as long

Skills: Nuthril receive a +2 racial bonus to Escape Artist and Move Silently checks.

Nuthril Society

Nuthril are very social creatures, and prefer to dwell in tight, well-defended communities where they are safe from their enemies. As they have little need for garb or shelter from the elements, nuthril wear no clothing or adornments. However they will often decorate themselves with facial markings or tattoos. These are used to denote their particular tribal affiliation as well as social standing.

The constant threat posed by underdark foes has caused the nuthril societies to emphasize discipline and order, and they fight together in well-organized groups. Their telepathic abilities allow them to function as a very effective team, and they are far more dangerous than their individual powers might indicate.

Advanced Benefits

In addition to the standard changes due to Hit Dice advancement, nuthril also gain the following special benefits.

  • The manifester level of the psil-like abilities is equal to the Hit Dice.
  • Power resistance equals creature's HD + 11 (maximum 25).
  • The save DC of the psychic drain attack is equal to 10 + ½ HD + Charisma modifier.

Also in this section of the source

Ooze

Oozes are amorphous creatures that live only to eat. They inhabit underground areas throughout the world, scouring caverns, ruins, and dungeons in search of organic matter―living or dead.

Combat

Oozes attack any creatures they encounter. They lash out with pseudopods or simply engulf opponents with their bodies, which secrete acids that help them catch or digest their prey.

Blindsight (Ex): An ooze’s entire body is a primitive sensory organ that can ascertain prey by scent and vibration within 60 feet.

All 820 monsters in the Netbook Bestiary