Seugathi Guard

Level 6
Creature· aberrationUncommonLargeLegacy
AC 23
HP 75
Speed 25 ft.
Fort +14
Ref +17
Will +12
Perc +14
Size Large
Uncommon
aberrationchaoticevilseugathi
Immunities mental, poison
Resistances bludgeoning 5
Spells
Occult Innate Spells (DC 24, attack +16)
Languages aklo, sakvroth
Senses darkvision, tremorsense 30 ft. (imprecise)
Skills acrobatics +15, intimidation +15, stealth +13, crafting +12, occultism +12, survival +10
Recall Knowledge occultism DC 24

Attacks

Melee Bite +17/+13/+9(agile, finesse)
Damage: 2d6+5 piercing
Effect: seugathi venom
Melee Longsword +14/+9/+4(reach 10 ft., versatile P)
Damage: 1d8+5 piercing

Abilities

Tremorsense (Imprecise) 30 feetinteraction

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 feetinteraction(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. Magicdefensive
Command Confusiondefensive

Trigger A creature fails its save against the seugathi's mindfog aura Effect The seugathi 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 21 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 Auradefensive(mental)

20 feet. A creature that starts its turn in the aura must succeed at a DC 21 will save or become Confused for 1 round; on a success, that creature is temporarily immune for 1 minute. A seugathi can suppress or activate this aura as a single action with the concentrate trait.

Envenom Weaponoffensive(manipulate)

The seugathi applies their seugathi venom to one weapon they wield.

Magic Item Masteryoffensive

A seugathi 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 the seugathi's innate spell DC and attack modifier.

Seugathi Venomoffensive(poison)

Saving Throw DC 21 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)

Description

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 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

Chaotic
Evil
Seugathi