Seugathi
System: Pathfinder | SRD
Seugathi
CR 6
CE
Aberration
Large
Init +9
;
Senses darkvision 120 ft., detect thoughts, tremorsense 30 ft.; Perception +15
Defense
AC 19, touch 14, flat-footed 14 (+4 armor, +5 Dex, +1 natural, -1 size)
hp 67 (9d8+27); fast healing 5
Fort +6
Ref +8
Will +9
DR 10/slashing or piercing
Immune mind-affecting effects, poison
SR 17
Offense
Speed 30 ft.
Melee mwk short sword +11/+6 (1d8+3/19-20), bite +5 (1d8+1 plus poison)
Space 10 ft.
;
Reach 10 ft.
Special Attacks confusion command
Aura madness (30 ft.)
CMB +10
CMD 25 (can't be tripped)
Statistics
Str 16,
Dex 20,
Con 17,
Int 14,
Wis 17,
Cha 19
Base Atk +6
Feats Ability Focus (aura of madness), Combat Casting, Combat Reflexes, Improved Initiative, Weapon Finesse
Skills Escape Artist +17, Knowledge (religion) +14, Perception +15, Sense Motive +12, Stealth +13, Use Magic Device +16
Languages Aklo, Undercommon; telepathy 100 ft.
SQ item use
Special Abilities
Aura of Madness (Su) Any sane being within 30 feet of a conscious seugathi must make a DC 20 Will save each round or become confused for 1 round. A creature that fails 5 saves in a row becomes permanently insane, as per the insanity spell. A seugathi 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 can issue a telepathic command to a confused creature within 30 feet. This allows the seugathi 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 can utilize spell trigger devices as if it were a spellcaster of the appropriate class. As a free action by touch, it can identify all spell trigger properties an item has. Use Magic Device is a class skill for seugathis.
Poison (Ex) The save DC is Constitution-based. Bite:
This worm-like monster has a hideous face of eyes and hooked jaws. It wields a wand and a sword in its twin tentacle tails.