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Neh-Thalggu Overlord

Neh-Thalggu Overlord CR 13

XP 25,600
CE Large aberration
Init +3; Senses darkvision 60 ft; Perception +23


EAC 26; KAC 27
Fort +12, Ref +12, Will +16; DR 10/magic; Immunities confusion effects; SR 24


Speed 10 ft., fly 40 ft. (Su, perfect)
Melee bite +22 (6d4+16 P plus neh-thalggu venom) or claw +22 (3d6+16 S)
Ranged aurora arc pistol +22 (3d6+13 E; critical arc 2d6)
Space 10 ft.; Reach 5 ft
Offensive Abilities echoes of obedience, inexplicable commands
Mystic Spell-Like Abilities (CL 13th)

At will—greater forced amity (DC 22), mind-link, telepathic bond

Spell-Like Abilities (CL 13th)

1/daydominate person (DC 24), greater synaptic pulse (DC 24)
3/dayconfusion (DC 23), hold monster (DC 23), mind probe (4th-level, DC 23), mind thrust (4th-level, DC 23)
At willcomprehend languages, life bubble, slow (DC 22), suggestion (DC 22)

Connection overlord


Str +3, Dex +3, Con +6, Int +3, Wis +8, Cha +4
Skills Diplomacy +28, Intimidate +28, Mysticism +28, Stealth +23
Languages Abyssal, Aklo, Common, Draconic; telepathy (100 feet)
Other Abilities brain collection, jealous overlord
Gear second skin, aurora arc pistol with two batteries (40 charges each)


Brain Collection (Ex)

A neh-thalggu overlord can store up to seven humanoid brains and use them to enhance its knowledge and power. Each stored brain grants a neh-thalggu a cumulative +1 insight bonus to EAC, KAC, concentration checks, Will saves, and Intelligence-based skill checks. A neh-thalggu can extract a brain from a helpless opponent with a coup de grace attack, or as a standard action from a body that has been dead for no more than 1 minute. A nehthalggu that has fewer than seven brains gains one negative level for each missing brain. These negative levels can never become permanent, but they can only be removed by replacing one of its collected brains. The stats presented here assume a monster with a full collection.

Spells (Sp)

A neh-thalggu overlord casts spells as a 13th-level spellcaster. For each negative level it takes from missing brains, its caster level is reduced by 1. A neh-thalggu with no collected brains cannot cast any of its spells.

Neh-Thalggu Venom

Type poison (injury); Save Fortitude DC 21; Track Strength; Frequency 1/round for 6 rounds; Cure 2 consecutive saves

Neh-thalggu overlords (sometimes also called hivemasters) lord it over their lesser kin by applying the drained brainpower of their victims toward mastering psychic magic, most often by following the path of the mesmerist. They may inhabit elaborate mindscapes as their lairs or may subtly influence the thoughts and senses of creatures they lure into their lair in furtherance of convoluted plots to manipulate the societies around them while they dwell in secret. Some dwell alone or with mind-controlled slaves, while others organize clusters of their own kind to spread their sinister schemes and feed their insatiable alien hunger.


Environment any
Organization solitary

Section 15: Copyright Notice

Alien Bestiary (Starfinder) © 2018, Legendary Games; Lead Designer: Jason Nelson. Authors: Anthony Adam, Kate Baker, John Bennet, Eytan Bernstein, Robert Brookes, Russ Brown, Duan Byrd, Jeff Dahl, Robyn Fields, Joel Flank, Matt Goodall, Robert J. Grady, Jim Groves, Steven T. Helt, Thurston Hillman, Tim Hitchcock, Nick Hite, Daniel Hunt, Mike Kimmel Marshall, Isabelle Lee, Jeff Lee, Lyz Liddell, Jason Nelson, Richard Pett, Tom Phillips, Alistair J. Rigg, Alex Riggs, Wendall Roy, Mike Shel, Neil Spicer, Todd Stewart, Russ Taylor, Rachel Ventura, Mike Welham, George Loki Williams, Scott Young.