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Minchgorm

An oddity even among the strange creatures of the First World of the fey, the aquatic minchgorm is a monstrous alien maw ringed with writhing tendrils. It interacts with the world through grasping, speaking simulacra that it magically shapes from water.

Recall Knowledge - Fey (Nature): DC 43
Unspecific Lore: DC 41
Specific Lore: DC 38

Elite | Normal | Weak
Proficiency without Level

MinchgormCreature 18

Legacy Content

Rare NE Huge Aquatic Fey Water 
Source Pathfinder #161: Belly of the Black Whale pg. 84
Perception +12; darkvision, wavesense (imprecise) 100 feet
Languages Aklo, Aquan, Common; tongues (can speak only through simulacra)
Skills Athletics +16, Intimidation +16, Performance +18
Str +8, Dex +0, Con +6, Int +5, Wis +2, Cha +8
AC 24; Fort +12, Ref +9, Will +15
HP 440; Resistances fire 15; Weaknesses cold iron 15
Speed 5 feet, swim 20 feet
Melee [one-action] jaws +19 [+14/+9] (magical, reach 10 feet), Damage 3d10+16 piercing plus Improved GrabPrimal Innate Spells DC 22; 9th hydraulic torrent; 5th control water (×3); Constant (5th) tongues
Fast Swallow [reaction] Trigger The minchgorm Grabs a creature in its jaws; Effect The minchgorm uses Swallow Whole.Riptide [two-actions] (conjuration, primal, water) Tentacles of water rise up and attempt to Grapple all enemies within 15 feet of the minchgorm. The minchgorm attempts an Athletics check against the Fortitude DC of each creature in the area. On a success, the creature is grabbed (Escape DC 22). On a critical success, or a success against a creature that is already grabbed, the target begins to drown.Swallow Whole [one-action] Large, 3d10+16 bludgeoning, Rupture 36Watery Simulacra [two-actions] (concentrate, conjuration, primal, water) The minchgorm raises up to eight figures from nearby water, each appearing in an empty space within 60 feet of the minchgorm. A simulacrum can take any shape of size Medium or smaller that the minchgorm desires, including that of a specific individual or object, but is always plainly made of water. The minchgorm can speak, cast spells, and use its senses through its simulacra, spending actions for a simulacrum on a one-for-one basis. By using a single action with the concentrate trait, the minchgorm can cause any number of simulacra to Fly, Step, Stride, or Swim up to 60 feet. A simulacrum uses the minchgorm's AC and saving throws and has 30 Hit Points. A minchgorm can have up to eight simulacra in existence at once. Simulacra dissolve immediately when more than 60 feet from the minchgorm, or if the minchgorm dies or falls unconscious. The minchgorm can dismiss any number of its simulacra as a free action.

Sidebar - Additional Lore Monstrous Esthetes

Despite its aberrant appearance, a minchgorm considers itself a creature of refined tastes, exhibiting a love of poetry and other vocal performances. Solitary minchgorms often entertain themselves by staging elaborate recitals and productions cast entirely with their own simulacra.