🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Mythic GogitethCreature 12


RareLargeAberrationMythic
Source Pathfinder War of Immortals
Perception +21 (darkvision)
Languages Sakvroth, (can't Speak)
Skills Acrobatics +19, Athletics +24, Stealth +28, Survival +17
Str +6, Dex +3, Con +4, Int -2, Wis +1, Cha +0

AC 31 all-around vision; Fort +25; Reflex +22; Will +20;
HP 250
Speed 40 feet (climb 30 feet)
Resistances Poison 10

Jaws One Action +26 (+21, +16) to hit (unarmed) 3d10+12 Piercing
Leg One Action +26 (+22, +18) to hit (agile, reach 10) 3d6+12 Piercing

Remove a Condition One Action (concentrate)

Cost 1 Mythic Point


Effect The creature ends one condition affecting it.

All-Around Vision

This monster can see in all directions simultaneously and therefore can't be flanked.

Hazard Immunity

A mythic ambusher never triggers the reactions of hazards in its own lair and is immune to the negative consequences of damaging area effects created by hazards in its lair.

Mythic Resilience (Reflex and Will)

The creature treats its saving throws with the associated save as one degree of success better than it rolled. This is not cumulative with other effects that change their degree of success, like the incapacitation trait (except for rolling a natural 1 or 20). Each time the monster gains mythic resilience, choose one save. The ability should apply to the creature's highest saves first.

Skittering Reposition Reaction (move)

Trigger A creature that starts its move outside the gogiteth's reach moves into its reach.


Effect The gogiteth moves 10 feet. This does not trigger reactions.

Carry Off Prey

The gogiteth can move at its full Speed while it has a creature Grabbed in its jaws, bringing the grabbed creature along.

Constrict One Action

(3d6+12) bludgeoning, DC 32 fortitude


The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.

Mythic Power

The creature has a pool of 3 Mythic Points, and can spend those Mythic Points for any of the actions it has.

Mythic Skill Free Action

Cost 1 Mythic Point


Effect The Mythic Gogiteth attempts its next Athletics or Stealth skill check with a +4 bonus and is considered to have mythic proficiency for that check.

Skittering Assault Two Actions

The gogiteth Strides three times. Once per Stride, it can attempt a leg Strike against a creature in its reach at any point during the Stride; it must make each attack against a different creature, but it doesn't apply its multiple attack penalty until after making all its Strikes. If any of the Strikes result in a critical failure, Skittering Assault ends.

Improved Grab Free Action

Trigger The monster's last action was a successful Strike that lists Improved 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 as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty.

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


Gogiteths are horrific nightmares with grasping, spiderlike legs; vicious, gnashing teeth; and far too many eyes. Of all the creatures on Golarion for whom the acquisition of mythic power might prove a nightmare for others, the gogiteth is arguably one of the most terrible.

Normally, a gogiteth's victims at least have the possible salvation of hearing the horrible crackling and popping of its joints as it clambers towards them through the dark, an opportunity to flee the slavering nightmare seeking them. Mythic ambusher gogiteths are unnaturally silent, however. The first sound a creature might hear when being hunted by such a monstrosity is the sharp wheeze of their own fleeting breath as the gogiteth's jaws snap shut around them, or the tearing of their flesh and clothing as one of its legs pierces them through.

Though little is known about the origins of gogiteths, mythic gogiteths generally acquire mythic power in the same way that other creatures do. Golarion has no shortage of vile deities who might take cruel delight in bestowing a sliver of mythic power upon a creature as frightful and terrible as a gogiteth. Their traditional hive homes in the Darklands make it unlikely that they would be affected by the Godsrain, but it is not impossible that droplets of Gorum's spilled blood could seep through cracks and make their way down into the thirsty jaws of one of these nightmarish monstrosities.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Aberration

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

Mythic

Options with this trait grant or utilize mythic power. Feats with the mythic trait can only be taken by mythic characters, who are typically characters with a mythic Calling.

Monsters with the mythic trait have access to a pool of Mythic Points and are particularly strong for creatures of their level. Many mythic monsters are either resistant or entirely immune to attacks from non-mythic creatures and weapons.

Spells with the mythic trait require the expenditure of a Mythic Point in order to be cast, and items with the mythic trait require the expenditure of a Mythic Point in order to use their activated abilities.

Weapons with the mythic trait overcome the resistances and immunities of mythic monsters.