Seugathi Guard
Creature 6 (uncommon) — aberration, seugathi
Pre-Remaster content. May include legacy alignment.
WeaverShadeLANDaberration
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. 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'
Source: abomination-vaults-bestiary (Pre-Remaster)
Perception +14; darkvision, tremorsense (imprecise) 30 feet
Languages aklo, sakvroth; 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, Wand of See Invisibility (Level 2)
AC 23
Fort +14
Ref +17
Will +12
+1 status to all saves vs. magic
HP 75
Immunities mental, poison
Resistances bludgeoning 5
Speed 25 feet
Offense
Melee Bite (agile, finesse) +17, Damage 2d6+5 piercing plus Seugathi Venom
Melee Longsword (reach-10, versatile-p) +14, Damage 1d8+5 piercing
Abilities
Tremorsense (Imprecise) 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.
Telepathy 100 feet (aura, magical) — A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.
+1 Status to All Saves vs. Magic —
Command Confusion — 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.
Mindfog Aura (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.
Envenom Weapon (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)
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)
Occult Innate Spells DC 24, attack +16
3rd Hypercognition, Levitate, Mind Reading (×3)
Cantrips (3rd) Daze, Detect Magic, Telekinetic Hand, Telekinetic Projectile
WORKS WELL WITH
AnvilLANDAn Anvil keeps enemies clustered in the Weaver's confusion aura, maximizing the control effect's coverage.
CrasherLANDA Crasher forces enemies into the aura radius and disrupts formations the Weaver can then exploit.
SniperLANDA Sniper capitalizes on confused or poisoned targets from range while the Weaver controls the center.
PUNISHES
✖ clumping✖ low Will
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Seugathi Guard in the encounter builder — free, no install.
Open in PathfinderGM →