Gosreg
Creature 11 (uncommon) — aberration
Gosregs are agents of the Dominion of the Black who insinuate themselves into humanoid societies to implement the goals of their sinister masters. They're generally tasked with observing and waiting, hiding in disguised forms until their location is ripe for harvest. When this occurs, they reveal themselves as living psychic beacons, signaling their distant masters and guiding invasion forces. Over the years of an infiltration, a gosreg will assume dozens of roles, relishing any intense emotions
Source: pathfinder-monster-core
Perception +21
Skills deception +24, diplomacy +22, occultism +23, society +19, stealth +23
Str
+3
Dex
+6
Con
+3
Int
+6
Wis
+5
Cha
+7
AC 31
Fort +18
Ref +23
Will +22
HP 195
Immunities confused
Resistances mental 10
Speed 25 feet
Offense
Melee Jaws +21, Damage 2d10+7 piercing plus 1d10 mental
Melee Claw +21, Damage 2d8+7 slashing
Abilities
Telepathy 100 feet (aura, magical, mental) — Telepathy
Borrow Languages — The gosreg can read and speak all languages known by creatures within range of its telepathy.
Thoughtsense 60 feet (mental, occult) — The gosreg senses a creature's mental essence as a precise sense with the listed range; it cannot sense mindless creatures with thoughtsense.
+1 Status to All Saves vs. Magic —
Unsettled Aura (aura, mental, occult) — 30 feet.
Gosregs project a field of discordant energy that unsettles the minds of thinking creatures. Any non-mindless creature within 30 feet of a gosreg takes a –1 status penalty to Will saves.
Broadcast Stance (mental, occult, stance) —
Change Shape (concentrate, occult, polymorph) — The gosreg takes on the appearance of any Small or Medium humanoid. This doesn't change its Speed or attack and damage modifiers with its claw, but it might change the damage type it deals (typically to bludgeoning). It cannot use its jaws Strike while in humanoid form.
Change Shape
Mind Bolt (mental, occult) — A gosreg concentrates its field of discordant mental energy and projects it into the mind of one creature within 60 feet. The target takes 6d6 mental damage (DC 30 Will save). On a critical failure, the creature is also Confused for 1 minute or until it takes damage.
Spells
Phantasmal Calamity (rank 6)
Mind Probe (rank 5)
Sending (rank 5)
Subconscious Suggestion (rank 5)
Synaptic Pulse (rank 5)
Nightmare (rank 4)
Suggestion (rank 4)
Phantom Pain (rank 1)
Telekinetic Hand (rank 1)
Telekinetic Projectile (rank 1)
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