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IxirizmidCreature 8


UniqueNEMediumFungus
Source Pathfinder Adventure: Malevolence
Perception +17 (low-light vision, tremorsense (precise) 30 feet)
Languages Aklo, Common, Migo
Skills Acrobatics +16, Arcana +18, Athletics +15, Deception +17, Medicine +21, Occultism +18, Religion +17, Stealth +16, Thievery +16
Str +3, Dex +6, Con +4, Int +6, Wis +5, Cha +3

AC 26; Fort +14; Reflex +18; Will +17;
HP 170
Speed 25 feet (fly 40 feet)
Immunities cold
Weaknesses Slashing 5

Claw One Action +18 (+14, +10) to hit (agile, finesse) 2d8+5 Slashing

Low-Light Vision

The monster can see in dim light as though it were bright light, so it ignores the Concealed condition due to dim light.

Tremorsense (Precise) 30 feet

Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.

Clever Disguises

Ixirizmid can use Deception to impersonate any Medium humanoid creature, although creating such a disguise takes 1 hour. They can't impersonate a specific individual with this ability.

No Breath

Ixirizmid doesn't breathe and is immune to effects that require breathing (such as an inhaled poison).

Eviscerate (manipulate)

Ixirizmid performs a swift and painful surgery on a creature it has grabbed or restrained, or who's otherwise immobilized. They roll a Medicine check against the target's Fortitude DC. Regardless of the result, the target then becomes temporarily immune to Eviscerate for 24 hours.


Critical Success The target takes 8d6 slashing damage, is Slowed 1 for 1 round, and becomes Clumsy 1, Enfeebled 1, orStupefied 1 (the mi-go chooses) for 24 hours.

Success The target takes 5d6 slashing damage and is Slowed 1 for 1 round by the pain.

Failure The target takes 3d6 slashing damage.

Critical Failure The target takes no damage.

Sneak Attack

Ixirizmid deals an additional 1d6 precision damage to flat-footed creatures.


When the monster Strikes a creature that has the Flat-Footed condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged weapon attack, it also deals the listed precision damage. For a ranged attack with a thrown weapon, that weapon must also be an agile or finesse weapon.

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.


Ritual

4th Level: Extract Brain



Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.