columns: 2
forcecolumns: true
layout: Basic Pathfinder 2e Layout
source: "Pathfinder Monster Core"
name: "Nilith"
level: "Creature 10"
 
alignment: ""
size: "Medium"
trait_01: [[aberration]]
modifier: 19
perception:
  - name: "Perception"
    desc: "+19; Darkvision"
languages: "Aklo, Common; Telepathy 100 feet"
skills:
  - name: "Skills"
    desc: "Acrobatics: +21, Athletics: +17, Intimidation: +23, Occultism: +19, Stealth: +21, Survival: +17"
abilityMods: [3, 5, 4, 3, 3, 5]
speed: 25 feet,  climb 30 feet
sourcebook: "_Pathfinder Monster Core_"
ac: 32
armorclass:
  - name: AC
    desc: "32; __Fort__ +17, __Ref__ +20, __Will__ +20"
hp: 150
health:
  - name: ""
  - name: HP
    desc: "150; __Resistances__ mental 10, physical 5 (except silver)"
abilities_top:
  - name: ""
 
  - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
    desc: " (aura,magical,mental) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
 
abilities_mid:
  - name: ""
attacks:
  - name: ""
 
  - name: "**Melee** `pf2:1` Claw"
    desc: "+23 (agile, finesse, magical)\n__Damage__  2d10 + 9 slashing plus grab"
 
  - name: "**Melee** `pf2:1` Fangs"
    desc: "+23 (finesse, magical)\n__Damage__  2d12 + 9 piercing"
 
  - name: "Occult Innate Spells"
    desc: "DC 29, attack +21; __5th __  _[[Spells/Hallucination|Hallucination]]_, _[[Spells/Mind Probe|Mind Probe]]_, _[[Spells/Wave of Despair|Wave of Despair]]_; __4th __  _[[Spells/Confusion|Confusion]]_, _[[Spells/Dream Message|Dream Message]]_, _[[Spells/Flicker|Flicker]]_, _[[Spells/Invisibility|Invisibility (At Will, Self Only)]]_, _[[Spells/Nightmare|Nightmare]]_; __3rd __  _[[Spells/Mind Reading|Mind Reading (At Will)]]_\n__Cantrips__  __(5th)__ _[[Spells/Message|Message]]_, _[[Spells/Read Aura|Read Aura]]_, _[[Spells/Shield|Shield]]_, _[[Spells/Telekinetic Hand|Telekinetic Hand]]_"
 
  - name: "Mind Crush"
    desc: "`pf2:1` (mental,occult) **Requirements** The nilith has a creature [[Conditions/Grabbed|Grabbed]]\n* * *\n\n**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 Will check save. On a critical failure, the target is also affected as though by [[Spells/Never Mind|Never Mind]], and it must attempt a second Will save against that effect."
 
  - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
    desc: "`pf2:1`  **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
 
name: Nilith
creatures:
  - 1: Nilith

The sleek, dark niliths resemble hairless, emaciated tree sloths. These creatures are intensely dangerous and fearsome, with glowing red eyes, wicked claws, and mouths full of needlelike teeth. Niliths feed off the emotions, fears, and flesh of the living, and folktales posit that those who have nightmares of these creatures are fated to one day be eaten by them. Niliths draw intense joy from tormenting sapient creatures, often focusing their predations on the pious and the just, from whom they draw forth their most basic fears and worst thoughts and revel in their victims’ subsequent terror. More often than not, these despicable manipulators wish to drive their victims into madness and even to suicide. Most niliths lack the patience to spend too much time fully tearing down an individual, and when a nilith tires of its current plaything and becomes bored with its particular thoughts and fears, it murders the quarry before feeding on its flesh and moving onto the next victim.

Niliths are actually extensions of much deadlier creatures that dwell in a distant dimension beyond dreams—in a way, niliths are little more than remote feeding machines for the unknown alien entities to which they are connected. Scholars and dimensional travelers have attempted to uncover the exact mechanisms of this mysterious connection, but they have yet to decipher the truth. Indeed, many who investigate the nature of a nilith’s bond are driven to madness before getting anywhere close. The odd connection to otherworldly beings might help explain the longevity of these creatures, as it is believed that niliths can live for thousands of years.

Thankfully for others, niliths are solitary creatures that hate the company of their own kind, likely because these harbingers of nightmares have no wish to taste the horrors they bring to others.