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Mi-GoCreature 6


UncommonNEMediumFungus
Source Pathfinder Bestiary 3
Perception +14 (low-light vision, tremorsense (precise) 30 feet)
Languages Aklo, Common, Migo
Skills Acrobatics +13, Arcana +15, Athletics +12, Deception +14, Medicine +17, Occultism +15, Religion +14, Stealth +13, Thievery +13
Str +2, Dex +5, Con +3, Int +5, Wis +4, Cha +2

AC 24; Fort +13; Reflex +17; Will +14;
HP 120
Speed 25 feet (fly 40 feet)
Immunities cold
Weaknesses Slashing 5

Claw One Action +15 (+11, +7) to hit (agile, finesse) 2d6+4 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.

No Breath

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

Clever Disguises

A mi-go can use Deception to Impersonate any Medium humanoid creature, although creating such a disguise takes 1 hour. It can't impersonate a specific individual with this ability.

Eviscerate One Action (manipulate)

The mi-go performs a swift and painful surgery on a creature it has Grabbed or Restrained or that is otherwise Immobilized, attempting a medicine check against the target's Fortitude DC. Regardless of the result, the target then becomes temporarily immune for 24 hours.


Critical Success The target takes 6d6 slashing damage, is Slowed 1 for 1 round, and becomes Clumsy 1, Enfeebled 1, or Stupefied 1 (the mi-go chooses) for 24 hours.

Success The target takes 4d6 slashing damage and is slowed 1 for 1 round by the pain.

Failure The target takes 2d6 slashing damage.

Critical Failure The target takes no damage.

Sneak Attack

A mi-go deals an extra 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.


Mi-gos are both scientists and colonists, yet their extraterrestrial nature and malevolent motives color their investigations with cruelty. While their shape resembles that of an arthropod, mi-gos are in fact a highly evolved and intelligent fungus.

In mi-go society, the pursuit of secular knowledge and religious epiphany have no distinction and inspire their pursuits in tandem. They view the Outer Gods and Great Old Ones of the Elder Mythos less as gods to obey and more as muses or figures of inspiration. This results in their use of a strange blend of magic and technology to create bizarre, organic items that are grown and spliced together as much as crafted in the traditional sense.

A mi-go can survive in the void of outer space and flies through the vacuum at incredible speeds-though these journeys can take months within a single solar system and years to travel beyond. When they come to new planets to mine resources rare on their home worlds, they use clever disguises that mix technology and magic to appear as creatures of that world. While there, they select the greatest minds of that world as trophies, extracting their brains and preserving them within an eldritch cylinder that grants an awful immortality to the mind kept within.


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.