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This brainlike creature has two clawed legs emerging from its fore and rear and a serpentine proboscis clutching a dagger.

Quetzutrhul CR 11

Source Darklands Revisited pg. 27
XP 12,800
Rogue mutant intellect devourer (Pathfinder RPG Monster Codex 248, Pathfinder RPG Bestiary 5 180, Pathfinder RPG Bestiary 180)
CE Small aberration
Init +17; Senses blindsight 60 ft., detect magic; Perception +19


AC 28, touch 23, flat-footed 16 (+11 Dex, +1 dodge, +5 natural, +1 size)
hp 107 (9d8+63); fast healing 5
Fort +9, Ref +14, Will +8
Defensive Abilities evasion, uncanny dodge; DR 10/adamantine, 10/magic; Immune fire, mind-affecting effects; Resist cold 20, electricity 20, sonic 20; SR 23
Weaknesses vulnerable to protection from evil


Speed 40 ft.
Melee +1 returning dagger +19/+14 (1d3+1/19–20), 4 claws +16 (1d4)
Ranged +1 returning dagger +19 (1d3+1/19–20)
Special Attacks body thief, sneak attack +7d6
Spell-Like Abilities (CL 8th; concentration +9)
Constant—detect magic
At will—confusion (single target only) (DC 15), daze monster (no HD limit) (DC 12), inflict serious wounds (DC 14), invisibility, reduce size (as per reduce person but self only)
3/day—cure moderate wounds, globe of invulnerability


Str 10, Dex 32, Con 22, Int 20, Wis 10, Cha 12
Base Atk +6; CMB +5; CMD 27 (31 vs. trip)
Feats Dodge, Improved Initiative, Iron Will, MultiattackB, Toughness, Weapon Finesse
Skills Acrobatics +22 (+26 when jumping), Bluff +17, Climb +11, Disguise +9, Escape Artist +22, Knowledge (local) +16, Perception +19, Sense Motive +8, Stealth +34, Use Magic Device +10; Racial Modifiers +8 Bluff, +8 Perception, +8 Stealth
Languages Common, Elven, Orc, Terran, Undercommon, Varisian (can’t speak); telepathy 100 ft.
SQ deformities (poor ability [Charisma]), mutations (celerity, extra arm, fast healing), prehensile proboscis
Gear +1 dagger

Special Abilities

Prehensile Proboscis (Ex) Quetzutrhul’s extra arm mutation manifests as a prehensile proboscis. It receives Multiattack as a bonus feat instead of Multiweapon Attack.

To accelerate its evolution, Quetzutrhul exposed itself to radiation and other mutating forces. This caused it to develop increased speed, rapid healing, and prehensile use of its proboscis, but at the cost of its ability to relate to others of its kind. Its ego swollen as a result of its advanced form, Quezutrhul led a half dozen other intellect devourers away from Ilvarandin in hopes of using its new abilities on Golarion’s surface. They emerged from the Darklands along the Varisian Coast and onto a transport ship headed for the Ironbound Archipelago. Posing as simple passengers, the intellect devourers quickly learned the basics of navigation from the crew before switching hosts to replace them.

Along the way, a pirate vessel off their bow provided an unanticipated opportunity. Not suspecting the intellect devourers’ presence, the pirates boarded the ship to find the crew seemingly dead. With the raiders’ guard down, Quetzutrhul and its allies overtook the pirates and claimed their ship, the Jade Adder, as their own.

Now, Quetzutrhul plies the waters of the Arcadian Ocean, spreading its own version of piracy. The Jade Adder’s captain and crew are never the same for longer than a few months at a time, and their unorthodox and rapidly evolving nautical tactics have made and putting an end to its piracy difficult.