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MnoghothCreature 9


UniqueLargeAberrationChaoticEvilSeugathi
Source Pathfinder #200: Seven Dooms for Sandpoint
Perception +18 (darkvision, tremorsense (imprecise) 30 feet)
Languages Aklo, Sakvroth, Telepathy 100 Feet
Skills Acrobatics +18, Crafting +17, Deception +20, Intimidation +18, Occultism +19, Stealth +20
Str +5, Dex +6, Con +4, Int +4, Wis +3, Cha +5

AC 28; Fort +17; Reflex +20; Will +14; +1 status to all saves vs. magic
HP 130
Speed 25 feet
Immunities mental, poison
Resistances Bludgeoning 10

Bite One Action +19 (+15, +11) to hit (agile, finesse) 2d8+11 Piercing
Longsword One Action +20 (+15, +10) to hit (reach 10, versatile p) 2d8+11 Slashing + 1d6 Acid

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, 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 Mnoghoth's mindfog aura


Effect Mnoghoth 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 25 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 (mental)

20 feet. A creature that starts its turn in the aura must succeed at a DC 25 will save or become Confused for 1 round; on a success, that creature is temporarily immune for 1 minute. Mnoghoth can suppress or activate this aura as a single action with the concentrate trait.

Envenom Weapon One Action (manipulate)

Mnoghoth applies their seugathi venom to their longsword.

Magic Item Mastery

Mnoghoth 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 Mnoghoth's innate spell DC and attack modifier.

Seugathi Venom (poison)

Saving Throw DC 28 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 28, +20 to hit)

Cantrips (5th Level): Daze, Detect Magic, Telekinetic Hand, Telekinetic Projectile
1st Level: Grim Tendrils
2nd Level: Dispel Magic
3rd Level: Hypercognition, Levitate, Mind Reading
5th Level: Black Tentacles, Synesthesia


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.Actor.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

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.

Aberration

Aberrations are creatures from beyond the planes or corruptions of the natural order.