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Seugathi GuardCreature 6


UncommonCELargeAberrationSeugathi
Source Pathfinder #164: Hands of the Devil
Perception +14 (darkvision, tremorsense 30 feet)
Languages Aklo, Undercommon, Telepathy 100 Feet
Skills Acrobatics +15, Crafting +12, Intimidation +15, Occultism +12, Stealth +13, Survival +10
Str +2, Dex +5, Con +2, Int +2, Wis +4, Cha +5

AC 23; Fort +14; Reflex +17; Will +12; +1 status to all saves vs. magic
HP 75
Speed 25 feet
Immunities mental, poison
Resistances Bludgeoning 5

Bite One Action +17 (+13, +9) to hit (agile, finesse) 2d6+5 Piercing
Longsword One Action +14 (+9, +4) to hit (reach 10, versatile p) 1d8+5 Piercing

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.

Tremorsense (Imprecise) 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.

Telepathy 100 feet (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.

+1 Status to All Saves vs. MagicCommand Confusion Reaction

Trigger A creature fails its save against the seugathi's mindfog aura


Effect The seugathi determines who the Confused creature attacks for that round, instead of the target being randomly determined by the GM.

If the chosen target is the confused creature's ally, the creature can immediately attempt a DC 21 will save; on a success, its target is determined randomly as normal for confusion, and on a critical success the target is no longer confused.

Mindfog Aura (enchantment, mental)

20 feet Aura


A creature that starts its turn in the aura must succeed at a DC 21 will save or become Confused for 1 round; on a success, that creature is temporarily immune for 1 minute. A seugathi can suppress or activate this aura as a with the concentrate trait.

Envenom Weapon One Action (manipulate)

The seugathi applies their seugathi venom to one weapon they wield.

Magic Item Mastery

A seugathi can Cast a Spell from a magic item even if the spell isn't on their spell list. All such spells are occult spells and use the seugathi's innate spell DC and attack modifier.

Seugathi Venom (poison)

Saving Throw DC 21 fortitude


Maximum Duration 6 rounds

Stage 1 1d6 poison damage and Stupefied 1 (1 round)

Stage 2 2d6 poison damage and Deafened and Stupefied 2 (1 round)


Occult Innate Spells (DC 24, +16 to hit)

Cantrips (3rd Level): Daze, Detect Magic, Mage Hand, Telekinetic Projectile
3rd Level: Hypercognition, Levitate, Mind Reading


The most common seugathis spawned by neothelids are seugathi servants. Their masters equip them with tools useful in their tasks (often a wand and a weapon), and they rarely value other material things beyond their usefulness in completing their imprinted mission.


The wicked, alien @UUID[Compendium.pf2e.pathfinder-bestiary-2.Neothelid]{Neothelids} impregnate themselves through ritualistic magic to produce wormlike servitor creatures called seugathis. These creatures spawn with a strong psychic drive to complete some task on behalf of the neothelids' far-reaching plans. These directives are diverse, strange, and usually cruel toward humanoid life.


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.