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Seugathi Servant

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.

Recall Knowledge - Aberration (Occultism): DC 24

Elite | Normal | Weak
Proficiency without Level

Seugathi ServantCreature 6

Source Pathfinder #164: Hands of the Devil pg. 82
Perception +14; darkvision, tremorsense 30 feet
Languages Aklo, Undercommon; telepathy 100 feet
Skills Acrobatics +15, Crafting +12, Intimidation +15, Occultism +12, Stealth +13, Survival +10
Str +2, Dex +5, Con +2, Int +2, Wis +4, Cha +5
Items longsword
AC 23; Fort +14, Ref +17, Will +12; +1 status to all saves vs. magic
HP 75; Immunities mental, poison; Resistances bludgeoning 5
Mindfog Aura (enchantment, 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.
Command Confusion ReactionReaction 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.
Speed 25 feet
Melee Single ActionSingle Action bite +17 [+13/+9] (agile, finesse), Damage 2d6+5 piercing plus seugathi venomMelee Single ActionSingle Action longsword +14 [+9/+4] (reach 10 feet, versatile P), Damage 1d8+5 piercingOccult Innate Spells DC 24, attack +16; 3rd hypercognition, levitate, mind reading (×3); Cantrips (3rd) daze, detect magic, mage hand, telekinetic projectile
Envenom Weapon Single ActionSingle Action (manipulate) The seugathi applies their seugathi venom to one weapon they wield.Magic Item Mastery 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 Venom (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)

All Monsters in "Seugathi"

Seugathi Reality Warper9
Seugathi Servant6


Source Pathfinder #164: Hands of the Devil pg. 82
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.

Sidebar - Additional Lore Seugathi Obsessions

Because of their singlemindedness, seugathis often come across as eerily obsessive. These obsessions can include corralling 100 deros into a cave, collecting skulls of a certain shape, or even more unusual tasks that either have no apparent result or are harmful to the seugathi themself. A seugathi that completes their mission nearly always finds another to replace it buried in its psyche, creating a centuries-long chain of inscrutable—and sometimes even contradictory—commands.

Sidebar - Treasure and Rewards Unusual Equipment

Most seugathi carry a magic wand— either one gifted by their neothelid master to serve a particular end or simply one they've discovered to be particularly useful. A wand of 2nd-level magic missile is common, but specific equipment is as varied as the seugathis' inexplicable missions. A seugathi might instead carry alchemical equipment, a strange tool, or another magic item. One is just as likely to have a traveler's anytool as a jar full of eerie, unstable explosives.