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BrughadatchCreature 10


CEMediumAmphibiousFey
Source Pathfinder #154: Siege of the Dinosaurs
Perception +19 (darkvision)
Languages Common, Sylvan
Skills Athletics +19, Deception +22, Intimidation +22, Nature +22, Survival +20
Str +5, Dex +3, Con +4, Int +0, Wis +4, Cha +6

AC 30; Fort +22; Reflex +16; Will +20;
HP 210
Speed 25 feet (swim 25 feet)
Weaknesses Coldiron 10

Jaws One Action +21 (+16, +11) to hit 2d10+9 Piercing
Claw One Action +19 (+15, +11) to hit (agile) 2d8+5 Slashing

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

Deceitful Feast (illusion)

The brughadatch conjures a decadent, enticing feast void of nutritional substance. This conjuration takes 1 minute and lasts for 24 hours. For each item of illusory food a creature eats, it must attempt a DC 29 will save.


Critical Success The creature sees through the illusion and becomes immune to the effects of Deceitful Feast for 24 hours.

Success The creature doesn't see through the illusion but is unaffected by the food.

Failure The creature takes a -1 circumstance penalty to Will saves against any of the brughadatch's spells or abilities. The penalty increases with each failed save, to a maximum of -5.

Critical Failure As failure, plus for 1 hour, the creature's attitude becomes helpful to the brughadatch, and the creature can't use hostile actions against them.

Effect: Deceitful Feast (Failure)

Psychic Sip One Action

Requirements Targets must have critically failed a save against a brughadatch's Deceitful Feast or charm innate spell

Frequency once per round


Effect The brughadatch feasts on the souls of the creatures they've tricked. They target up to five creatures within 30 feet and feast on their ambient brainpower, dealing 4d10 mental damage (DC 26 basic will save) to each creature. Unless a target succeeds at the Will save, this damage does not end the Charm effect or the effect of Deceitful Feast as a hostile action normally would.

Grab One Action

Requirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.


Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.


Primal Innate Spells (DC 28, +22 to hit)

Cantrips (5th Level): Detect Magic, Produce Flame
1st Level: Charm (At-Will), Fear (At-Will)
2nd Level: Faerie Fire, Hideous Laughter
3rd Level: Enthrall
4th Level: Confusion


The biggest difference between a gahlepod and a grown brughadatch isn't their humanoid appearance, but the powerful magic they gain as they mature.


Brughadatches are malevolent fey tricksters with distinct stages of life: they spawn from the First World's primal energies as esurient tadpoles, grow into humanoids capable of creating enticing illusions, then finally evolve into huge, slothful toads that warp their environs with mere thoughts.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Amphibious

An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual -2 penalty for being underwater.

Fey

Creatures of the First World are called the fey.