Mi-Go
Creature 6 (uncommon) — fungus
FlankerShadeLANDAERIALfungus
Mi-gos are both scientists and colonists, yet their extraterrestrial nature and malevolent motives color their investigations with cruelty. While their shape resembles that of an arthropod, mi-gos are in fact a highly evolved and intelligent fungus. In mi-go society, the pursuit of secular knowledge and religious epiphany has no distinction and inspires their pursuits in tandem. They view the Outer Gods and Great Old Ones less as gods to obey and more as muses or figures of inspiration. This re
Source: pathfinder-monster-core-2
Perception +14; low-light-vision, tremorsense 30 feet
Languages aklo, common; Mi go
Skills acrobatics +13, arcana +15, athletics +15, deception +14 (+18 to Impersonate), medicine +17, occultism +15, religion +14, stealth +13, thievery +13
Str
+2
Dex
+5
Con
+3
Int
+5
Wis
+4
Cha
+2
AC 23
Fort +13
Ref +17
Will +14
HP 120
Immunities cold
Weaknesses slashing 5
Speed 25 feet, fly 40 feet
Offense
Melee Claw (agile, finesse, unarmed) +15, Damage 2d6+4 slashing plus Grab
Abilities
Tremorsense (Precise) 30 feet — Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.
No Breath — A mi-go doesn't breathe and is immune to effects that require breathing (such as an inhaled poison).
Clever Disguises — A mi-go can use Deception to Impersonate any Medium humanoid creature, although creating such a disguise takes 1 hour. It can't impersonate a specific individual with this ability.
Eviscerate (manipulate) — The mi-go performs a swift and painful surgery on a creature it has Grabbed or Restrained or that is otherwise Immobilized, attempting a Medicine check against the target's Fortitude DC. Regardless of the result, the target then becomes temporarily immune for 24 hours.
Critical Success The target takes 6d6 slashing damage, is Slowed 1 for 1 round, and becomes Clumsy 1, Enfeebled 1, or Stupefied 1 (the mi-go chooses) for 24 hours.
Success The target takes 4d6 slashing damage and is slowed 1 for 1 round by the pain.
Failure The target takes 2d6 slashing damage.
Critical Failure The target takes no damage.
Critical Success The target takes 6d6 slashing damage, is Slowed 1 for 1 round, and becomes Clumsy 1, Enfeebled 1, or Stupefied 1 (the mi-go chooses) for 24 hours.
Success The target takes 4d6 slashing damage and is slowed 1 for 1 round by the pain.
Failure The target takes 2d6 slashing damage.
Critical Failure The target takes no damage.
Sneak Attack — A mi-go deals an extra 1d6 precision damage to Off-Guard creatures.
Grab —
WORKS WELL WITH
AnvilLAND / AERIALA durable frontline body occupies other enemies while this creature grabs and evisverates an isolated target.
SnareLANDA controller who immobilizes a target guarantees the eviscerate follow-up connects.
SniperLANDA ranged attacker can freely target other enemies while one is pinned down.
PUNISHES
✖ isolated targets✖ low Fortitude✖ standing still
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Mi-Go in the encounter builder — free, no install.
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