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Targotha


This eyeless, eel-like beast has a menacing mouth and sharp fins running down its long, black-and-orange body.

Targotha CR 15

XP 51,200
N Huge aberration
Init +1; Senses blindsense 120 ft., darkvision 60 ft.; Perception +16

DEFENSE

AC 28, touch 10, flat-footed 26 (+1 Dex, +1 dodge, +18 natural, –2 size)
hp 253 (22d8+154)
Fort +16, Ref +10, Will +15
Defensive Abilities all-around vision, slippery; Immune acid, electricity, poison; Resist cold 20, fire 20

OFFENSE

Speed 10 ft., swim 50 ft.
Melee bite +25 (3d6+11 plus poison), 2 razor fins +25 (2d6+11/19–20), tail slap +20 (2d8+16 plus bull rush)
Ranged jolt +15 touch (12d6 electricity plus stun)
Space 15 ft.; Reach 15 ft.
Special Attacks volatile breath (60-ft. cone, 15d6 fire or confusion, Reflex DC 28 half or Fortitude DC 23 negates, usable every 2d4 rounds)

STATISTICS

Str 33, Dex 13, Con 24, Int 2, Wis 14, Cha 13
Base Atk +16; CMB +29; CMD 41 (can’t be tripped)
Feats Blind-Fight, Critical Focus, Dodge, Great Fortitude, Improved Critical (razor fins), Improved Vital Strike, Lightning Reflexes, Mobility, Spring Attack, Staggering Critical, Vital Strike
Skills Perception +16, Swim +33

SPECIAL ABILITIES

Jolt (Ex)

A targotha stores electrical potential that it can expend as a ranged touch attack with a range of 240 feet and no range increment. Using this ability within oil or tar reduces its range to 30 feet. A targotha cannot use this ability in water. A jolt deals 12d6 points of electricity damage, and the target is stunned for 1d4 rounds (Fortitude 28 negates the stun effect). It can use this ability once every 1d4+1 rounds, during which the targotha cannot ignite its volatile breath. The save DC is Constitution-based.

Razor Fins (Ex)

A targotha’s razor fins threaten a critical hit on a 19 or 20, augmented to 17–20 by its Improved Critical feat.

Slippery (Ex)

A targotha secretes a thick mucus that allows it to move gracefully through viscous fluids like tar and oil. This mucus dissolves away adhesives (such as sovereign glue, tanglefoot bags, and webs) in 1d4 rounds.

Additionally, all combat maneuver checks to grapple a targotha automatically fail. The targotha automatically succeeds at any combat maneuver checks and Escape Artist checks to escape a grapple or a pin.

Tail Slap (Ex)

A targotha adds 1-1/2 . its Strength modifier on damage rolls for its tail slap. It can attempt a bull rush combat maneuver against a creature struck by its tail slap as a free action without provoking attacks of opportunity.

The targotha can’t move as part of this bull rush.

Volatile Breath (Ex)

A targotha can breathe a cone of flammable gas as a breath weapon. As a swift action, it can ignite the gas with its jolt ability. When ignited, the gas explodes, dealing 15d6 points of fire damage in the area of the cone (Reflex DC 28 half). If not ignited, the gas confuses all creatures in the area of effect that breathe it in before the gas dissipates at the start of the targotha’s next turn. This confusion last for 1d4 rounds (Fortitude DC 23 negates). The save DCs are Constitution-based, and the confusion save DC has a –5 racial penalty.

ECOLOGY

Environment any swamp
Organization solitary, pair, or pack (3–6)
Treasure none

Before a great starship crashed, it traveled the stars, collecting all manner of strange specimens. One of the oddest varieties were targothas, which came from a lush planet rich in oil and tar where local fauna evolved to live in that world’s tarry seas.

Section 15: Copyright Notice

Pathfinder Campaign Setting: Numeria, Land of Fallen Stars © 2014, Paizo Inc.; Authors: Jim Groves and Russ Taylor.