Seugathi
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.
CR: 6 XP: 2,400
CE Large aberration
Init: +9 Senses: darkvision 120 ft., detect thoughts, tremorsense 30 ft. Perception: +15
Aura: madness (30 ft.)
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+4 plus poison)
Space: 10 ft. Reach: 10 ft.
Special Attacks: confusion command
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)
Statistics
Str: 16 Dex: 20 Con: 17 Int: 14 Wis: 17 Cha: 19
Base Atk: +6 CMB: +10 CMD: 25 (can’t be tripped)
Feats: Ability Focus (aura of madness), Combat Casting, Combat Reflexes, Improved Initiative, Weapon Finesse
Skills: Escape Artist +17, Knowledge (religion) +11, Perception +15, Sense Motive +12, Stealth +13, Use Magic Device +16
SQ: item use
Languages: Aklo, Undercommon, telepathy 100 ft.
Ecology
Environment: any underground
Organization: single, pair, or expedition (3–8)
Treasure: double (masterwork short sword, wand of magic missile [CL 5th, 1d20+30 charges])
Description
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.
Serpentfolk–Seugathi 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. 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. 5303 8 5303 9
