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Seugathi

This worm-like monster has a hideous face of eyes and hooked jaws. It wields a wand and a sword in its twin tentacle tails.

Seugathi CR 6

Source Bestiary 2 pg. 243, Into the Darklands pg. 58
XP 2,400
CE Large aberration
Init +9; Senses darkvision 120 ft., detect thoughts, tremorsense 30 ft.; Perception +15
Aura madness (30 ft.)

Defense

AC 19, touch 14, flat-footed 14 (+4 armor, +5 Dex, +1 natural, –1 size)
hp 67 (9d8+27); fast healing 5
Fort +6, Ref +8, Will +9
DR 10/slashing or piercing; Immune mind-affecting effects, poison; SR 17

Offense

Speed 30 ft.
Melee mwk short sword +11/+6 (1d8+3/19–20), bite +5 (1d8+1 plus poison)
Space 10 ft., Reach 10 ft.
Special Attacks confusion command
Spell-Like Abilities (CL 6th; concentration +10)
Constant—mage armor
At will—detect thoughts (DC 16), levitate
3/day—confusion (DC 18), dispel magic, suggestion (DC 17)
1/day—mind fog (DC 19), phantasmal killer (DC 18)

Statistics

Str 16, Dex 20, Con 17, Int 14, Wis 17, Cha 19
Base Atk +6; CMB +10; CMD 25 (can’t be tripped)
Feats Ability Focus (aura of madness), Combat Casting, Combat Reflexes, Improved Initiative, Weapon Finesse
Skills Escape Artist +17, Knowledge (religion) +14, Perception +15, Sense Motive +12, Stealth +13, Use Magic Device +16
Languages Aklo, Undercommon; telepathy 100 ft.
SQ item use

Ecology

Environment any underground
Organization single, pair, or expedition (3–8)
Treasure double (masterwork short sword, wand of magic missile [CL 5th, 1d20+30 charges])

Special Abilities

Aura of Madness (Su) Any sane being within 30 feet of a conscious seugathi must make a DC 20 Will save each round or become confused for 1 round. A creature that fails 5 saves in a row becomes permanently insane, as per the insanity spell. A seugathi can suppress or activate this aura as a free action. This is a mind-affecting effect. The save DC is Charisma-based.

Confusion Command (Su) As an immediate action, a seugathi can issue a telepathic command to a confused creature within 30 feet. This allows the seugathi to pick a result from the confusion behavior table, rather than the confused creature rolling randomly for its actions that round.

Item Use (Ex) A seugathi can utilize spell trigger devices as if it were a spellcaster of the appropriate class. As a free action by touch, it can identify all spell trigger properties an item has. Use Magic Device is a class skill for seugathis.

Poison (Ex) Bite—injury; save Fort DC 17; frequency 1/round for 6 rounds; effect 1d2 Wis and deafness; cure 2 consecutive saves. Deafness persists as long as the ability damage caused by the poison lasts. The save DC is Constitution-based.

Description

Seugathi are spawned by the hundreds by a single neothelid that has performed rituals to impregnate itself. As part of the strange process of being spawned in such rituals, the seugathi assimilates an extensive list of missions from its parent—once the seugathi completes these missions, it perishes. No single seugathi knows the purpose of these commands, but they trust that their neothelid masters have a reason for sending them on these diverse and usually cruel missions. A seugathi is 14 feet long and weighs 650 pounds.

Creatures in "Seugathi" Category

NameCR
Seugathi6
Seugathi Savant10