🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

BrughadatchCreature 10


MediumAmphibiousChaoticEvilFey
Source Pathfinder #154: Siege of the Dinosaurs
Perception +19 (darkvision)
Languages Common, Fey
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 Cold Iron 10

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

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 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 successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained


Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.

The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.


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.