GosregCreature 11
Source Pathfinder Monster Core
Perception +21 (darkvision, thoughtsense (precise) 60 feet)
Languages Aklo, Sakvroth, 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
+21 (+16, +11) to hit (finesse, unarmed) 2d10+7 Piercing + 1d10 MentalClaw
+21 (+17, +13) to hit (agile, finesse, unarmed) 2d8+7 SlashingTelepathy 100 feet (aura, magical, mental)
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.
Borrow LanguagesThe gosreg can read and speak all languages known by creatures within range of its telepathy.
Thoughtsense 60 feet (mental, occult)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.
Effect: Unsettled Aura
Broadcast Stance
(mental, occult, stance)Requirements the gosreg is in its natural form
Effect The gosreg secures its limbs into the ground as its brain-like head crackles with psychic energy. The gosreg's unsettled aura extends to 60 feet, and it blocks all other creatures' telepathy in the aura. Its Mind Bolt can also affect any number of targets in 60 feet. These effects end when the gosreg uses its claw Strike, leaves its space, or is knocked Prone.
Change Shape
(concentrate, occult, polymorph)The gosreg takes on the appearance of any Small or Medium humanoid. This doesn't change its Speed or attack and damage modifiers with its claw, but it might change the damage type it deals (typically to bludgeoning). It cannot use its jaws Strike while in humanoid form.
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
(mental, occult)A gosreg concentrates its field of discordant mental energy and projects it into the mind of one creature within 60 feet. The target takes 6d6 mental damage (DC 30 will save). On a critical failure, the creature is also Confused for 1 minute or until it takes damage.
Occult Innate Spells (DC 30, +22 to hit)
Cantrips (6th Level): Telekinetic Hand, Telekinetic Projectile
1st Level: Phantom Pain
4th Level: Nightmare, Suggestion
5th Level: Mind Probe, Sending, Subconscious Suggestion, Synaptic Pulse
6th Level: Phantasmal Calamity
Gosregs are agents of the Dominion of the Black who insinuate themselves into humanoid societies to implement the goals of their sinister masters. They're generally tasked with observing and waiting, hiding in disguised forms until their location is ripe for harvest. When this occurs, they reveal themselves as living psychic beacons, signaling their distant masters and guiding invasion forces. Over the years of an infiltration, a gosreg will assume dozens of roles, relishing any intense emotions it can inspire while laying the groundwork for future identities.
In their natural form, gosregs dart about in a jerky gallop due to stumpy legs, gangly arms, and oversized heads. They take on the appearances of humanoids to infiltrate societies, and they drop these disguises only when they're compromised and must resort to physical violence to continue their mission.
The Dominion of the Black is a conglomeration of deep-space conquerors with a strong presence on Aucturn, the most remote planet in Golarion's solar system. The Dominion has secret outposts all over Golarion; most of its members on the planet are scouts, using their skills to steal brains and identities, gathering information without any consideration for the inhabitants of the worlds they infiltrate.
Traits
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.
AberrationAberrations are creatures from beyond the planes or corruptions of the natural order.