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Brughadatch (Midlife Brughadatch)

The biggest difference between a gahlepod and a grown brughadatch isn’t their humanoid appearance, but the powerful magic they gain as they mature.

Recall Knowledge - Fey (Nature): DC 27
Unspecific Lore: DC 25
Specific Lore: DC 22

Elite | Normal | Weak
Proficiency without Level

BrughadatchCreature 10

Legacy Content

CE Medium Amphibious Fey 
Source Pathfinder #154: Siege of the Dinosaurs pg. 78
Perception +19; darkvision
Languages Common, Sylvan
Skills Athletics +19, Deception +22, Intimidation +22, Nature +22, Survival +20
Str +5, Dex +3, Con +4, Int +0, Wis +4, Cha +6
AC 30; Fort +22, Ref +16, Will +20
HP 210; Weaknesses cold iron 10
Speed 25 feet, swim 25 feet
Melee [one-action] jaws +21 [+16/+11], Damage 2d10+9 piercing plus GrabMelee [one-action] claw +19 [+15/+11] (agile), Damage 2d8+5 slashingPrimal Innate Spels DC 28, attack +22; 4th charm (at will), confusion; 3rd enthrall (x3); 2nd faerie fire, hideous laughter; 1st fear (at will); Cantrips (4th) detect magic, produce flame
Deceitful Feast (illusion) The brughadatch conjures a decadent, enticing feast void of nutritional substance. This conjuration takes 1 minute and lasts for 24 hours. For each item of illusory food a creature eats, it must attempt a DC 29 Will save.
Critical Success The creature sees through the illusion and becomes immune to the effects of Deceitful Feast for 24 hours.
Success The creature doesn’t see through the illusion but is unaffected by the food.
Failure The creature takes a –1 circumstance penalty to Will saves against any of the brughadatch’s spells or abilities. The penalty increases with each failed save, to a maximum of –5.
Critical Failure As failure, plus for 1 hour, the creature’s attitude becomes helpful to the brughadatch, and the creature can’t use hostile actions against them.
Psychic Sip [one-action] Requirements Targets must have critically failed a save against a brughadatch’s Deceitful Feast or charm innate spell; Frequency once per round; Effect The brughadatch feasts on the souls of the creatures they’ve tricked. They target up to five creatures within 30 feet and feast on their ambient brainpower, dealing 4d10 mental damage (DC 26 basic Will save) to each creature. Unless a target succeeds at the Will save, this damage does not end the charm effect or the effect of Deceitful Feast as a hostile action normally would.

Sidebar - Locations Brughadatches on Golarion

Brughadatches are commonly encountered in wetlands near interplanar portals to the First World, such as in the River Kingdoms, the Mushfens of Varisia, or the Swardlands on the Isle of Kortos. Since they prefer to feed on humans and other similar humanoids, brughadatches often congregate near remote bayou villages and boggy riverside towns, where they can lure in unsuspecting travelers with illusory food and drink. Many a unlucky traveler has fallen victim to the predations of a brughadatch clan after wandering into a spectacular (albeit illusory) banquet, only to realize the ploy too late.

All Monsters in "Brughadatch"

NameLevel
Brughadatch (Midlife Brughadatch)10
Doblagub (Elder Brughadatch)13
Gahlepod (Juvenile Brughadatch)7

Brughadatch

Source Pathfinder #154: Siege of the Dinosaurs pg. 79
Brughadatches are malevolent fey tricksters with distinct stages of life: they spawn from the First World’s primal energies as esurient tadpoles, grow into humanoids capable of creating enticing illusions, then finally evolve into huge, slothful toads that warp their environs with mere thoughts.

Sidebar - Additional Lore Strength in Numbers

Brughadatches of all life stages tend to cohabitate, since their abilities naturally synergize and tip the odds of survival in their favor. A single brughadatch elder—known as a doblagub—leads a clan, while midlife brughadatches serve as scouts, hunters, and laborers. Gahlepods dwell in large, stagnant ponds and bogs around the brughadatches’ holdings, so they are often the first to interact with creatures that carelessly wander into their domain. Adventurers who make it past these bogs often fail to realize the connection between the gahlepods and the amphibious tricksters further on in the swamp until they encounter the doblagub, who is now roused and commands their brethren in battle.