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GosregCreature 11


UncommonCEMediumAberration
Source Pathfinder Bestiary 2
Perception +21 (darkvision, thoughtsense 60 feet)
Languages Aklo, Common, Undercommon, Telepathy 100 Feet
Skills Deception +24, Diplomacy +22, Occultism +23, Society +19, Stealth +23
Str +3, Dex +6, Con +3, Int +6, Wis +5, Cha +7

AC 31; Fort +18; Reflex +23; Will +22; +1 status to all saves vs. magic
HP 195
Speed 25 feet
Immunities confused
Resistances Mental 10

Jaws One Action +21 (+16, +11) to hit (finesse) 2d10+7 Piercing + 1d10 Mental
Claw One Action +21 (+17, +13) to hit (agile, finesse) 2d8+7 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.

Telepathy (aura, divination, magical)

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.

Thoughtsense (divination, mental, occult, mindless)

The gosreg senses a creature's mental essence as a precise sense with the listed range; it cannot sense mindless creatures with thoughtsense.

+1 Status to All Saves vs. MagicUnsettled Aura (aura, mental, occult)

30 feet.

Gosregs project a field of discordant energy that unsettles the minds of thinking creatures. Any non-mindless creature within 30 feet of a gosreg takes a -1 status penalty to Will saves.

Change Shape One Action (concentrate, occult, polymorph, transmutation)

The gosreg takes on the appearance of any Small or Medium humanoid. This doesn't change its Speed or its attack and damage modifiers with its Strikes, but it might change the damage type its Strikes deal (typically to bludgeoning).


The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.

Mind Bolt Two Actions (illusion, mental, occult)

A gosreg concentrates its field of discordant mental energy and projects it into the mind of an enemy within 60 feet. The target takes 6d6 mental damage (DC 30 basic will save). On a critical failure, the creature is also Confused for 1d4 rounds.


Occult Innate Spells (DC 30, +22 to hit)

Cantrips (6th Level): Mage Hand, Telekinetic Projectile
2nd Level: Undetectable Alignment
4th Level: Nightmare, Suggestion
5th Level: Mind Probe, Sending, Subconscious Suggestion, Synaptic Pulse
6th Level: Phantasmal Calamity, Phantom Pain


Gosregs are agents of the Dominion of the Black that insinuate themselves into humanoid societies to foster the goals of their sinister alien masters. They act as spies and special forces that can mingle with humanoid society while enacting plans for the rest of the Dominion in secret.

In their natural forms, gosregs dart about in a jerky gallop due to their stumpy legs and gangly arms. They take on the appearances of humanoids to infiltrate societies, and they drop their disguises only when they feel they are ultimately compromised and must resort to physical violence to protect their agendas. Their brain-like heads and bestial legs suggest a potential link with a similar Dominion of the Black agent: the dreaded intellect devourer.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.