Creatures in "Seugathi" Category
System: Pathfinder | SRD
Creatures in "Seugathi" Category
CR Seugathi 6 Seugathi Savant 10
XP 9600
Init +10
;
Senses darkvision 120 ft., tremorsense 30 ft.; Perception +20
Defense
AC 23, touch 15, flat-footed 16 (+6 Dex, +1 dodge, +8 natural, –2 size)
hp 142 (15d8+75); fast healing 5
Fort +12,
Ref +11,
Will +13; +4 vs. psychic spells
DR 10/slashing and magic
Immune mind-affecting effects, poison
SR 21
Offense
Speed 30 ft.
Melee +1 short sword +16/+11/+6 (2d6+7/19–20), bite +10 (2d6+3 plus poison)
Space 15 ft.,
;
Reach 15 ft.
Special Attacks confusion command
Aura madness (30 ft.)
CMB +19
CMD 36 (can’t be tripped)
Statistics
Str 23,,
Dex 22,,
Con 21,,
Int 15,,
Wis 18,,
Cha 19
Base Atk +11
Feats Combat Casting , Combat Expertise , Combat Reflexes , Dodge , Great Fortitude , Improved Initiative , Intimidating Prowess , Power Attack
Skills Bluff +13, Intimidate +25, Knowledge (religion) +16, Perception +20, Sense Motive +19, Stealth +16, Use Magic Device +19
Languages Aklo, Terran, Undercommon; telepathy 100 ft.
SQ item use
Special Abilities
Aura of Madness (Su) Any sane being within 30 feet of a conscious seugathi savant must succeed at a DC 21 Will save each round or become confused for 1 round. A creature that fails five saves in a row becomes permanently insane, as the insanity spell. A seugathi savant can suppress or activate this aura as a free action. This is a mind-affecting effect. The save DC is Charisma-based.
Confusion Command (Su) As an immediate action, a seugathi savant can issue a telepathic command to a confused creature within 30 feet. This allows the seugathi savant to pick a result from the confusion behavior table, rather than the confused creature rolling randomly for its actions that round.
Item Use (Ex) A seugathi savant can utilize spell-trigger devices as if it were a spellcaster of the appropriate class. As a free action, it can identify all spell-trigger properties of an item it is touching. Use Magic Device is a class skill for seugathi savants.
Poison (Ex) Bite—injury; save Fort DC 22; frequency 1/round for 6 rounds; effect 1d2 Wis damage and deafness; cure 2 consecutive saves. Deafness persists as long as the ability damage caused by the poison lasts. The save DC is Constitution-based.