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Seugathi

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Seugathi are spawned by the hundreds by a single Neothelid that has performed rituals to impregnate itself. As part of the strange process of being spawned in such rituals, the seugathi assimilates an extensive list of missions from its parent—once the seugathi completes these missions, it perishes. No single seugathi knows the purpose of these commands, but they trust that their Neothelid masters have a reason for Sending them on these diverse and usually cruel missions. A seugathi is 14 feet long and weighs 650 pounds.

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) Bite—injury; Save Fort DC 17; Frequency 1/round for 6 rounds; Effect 1d2 Wis 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.

Attributes

AC
19, Touch 14, Flat-footed 14 (+4 Armor, +5 Dex, +1 Natural, 1 Size)
Alignment
Ce
Aura
Madness (30 Ft.)
Base Atk
+6
CMB
+10
CMD
25 (Can't Be Tripped)
CR
CR 6
Cha
19
Con
17
Creature Type
Aberration
DR
10/slashing Or Piercing
Dex
20
Environment
Any Underground
Feats
Ability Focus (Aura Of Madness), Combat Casting , Combat Reflexes , Improved Initiative , Weapon Finesse
Fort
+6
HP
67 (9d8+27); Fast Healing 5
Immune
Mind-affecting Effects, Poison
Init
Ce Large Aberration +9
Int
14
Languages
Aklo, Undercommon; Telepathy 100 Ft.
Melee
Mwk Short Sword +11/+6 (1d8+3/1920), Bite +5 (1d8+1 Plus Poison )
Organization
Single, Pair, Or Expedition (38)
Reach
10 Ft.
Ref
+8
SQ
Item Use
Senses
Darkvision 120 Ft., Detect Thoughts , Tremorsense 30 Ft.; Perception +15
Size
Large
Skills
Escape Artist +17, Knowledge (Religion) +14, Perception +15, Sense Motive +12, Stealth +13, Use Magic Device +16
Space
10 Ft.
Special Attacks
Confusion Command
Speed
30 Ft.
Spell Resistance
17
Spell-Like Abilities
(Cl 6th; Concentration +10) Constant— Mage Armor At Will— Detect Thoughts (Dc 16), Levitate 3/day— Confusion (Dc 18), Dispel Magic , Suggestion (Dc 17) 1/day— Mind Fog (Dc 19), Phantasmal Killer (Dc 18)
Str
16
Treasure
Double (Masterwork Short Sword, Wand Of Magic Missile [Cl 5th, 1d20+30 Charges])
Will
+9
Wis
17
XP
2,400
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