Seugathi Reality Warper
Creature 9 (uncommon) — aberration, seugathi
Pre-Remaster content. May include legacy alignment.
Seugathi reality warpers create and destroy inhospitable environments on a small scale by manipulating the forces of raw chaos. A neothelid might spawn such a seugathi to create habitats for unique slaves or guests, or to destroy the ecosystem of a troublesome species. Darklands scholars refer to reality warpers as veterans in the seugathi ranks, but they're more accurately compared to aggressive landscape architects. The wicked, alien Neothelids impregnate themselves through ritualistic magic
Source: abomination-vaults-bestiary (Pre-Remaster)
Perception +17
Skills acrobatics +19, arcana +19, crafting +19, deception +20, intimidation +18, nature +17, occultism +19, stealth +19
Str
+4
Dex
+6
Con
+3
Int
+4
Wis
+2
Cha
+5
AC 27
Fort +18
Ref +21
Will +15
HP 120
Immunities mental, poison
Resistances bludgeoning 10
Speed 25 feet
Offense
Melee Bite +19, Damage 2d6+8 piercing plus 1d10 spirit
Melee Battle Axe +18, Damage 1d8+8 bludgeoning plus 1d10 spirit
Abilities
Tremorsense 30 feet — Tremorsense
Telepathy 100 feet (aura, magical) — Telepathy
+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 25 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 25 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 25 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)
Warp Reality (concentrate, occult) — The seugathi bends reality in their choice of a 10-foot emanation or a 60-foot line, altering the terrain of the area. The terrain becomes a different type of terrain (such as aquatic, arctic, or desert) and becomes normal or difficult terrain, as the seugathi chooses. Structures, general geographic features, and creatures in the area aren't transformed, but creatures in the area take 5d6 spirit damage (DC 28 Fortitude save) as reality tries to bend them along with the terrain.
Though changes to the area are permanent, the natural environment might eventually revert the land back to its original state (aquatic areas drain, arctic areas thaw, and so on).
Spells
Black Tentacles (rank 5)
Hallucination (rank 5)
Synesthesia (rank 5)
Wave of Despair (rank 5)
Confusion (rank 4)
Phantasmal Killer (rank 4)
Suggestion (rank 4)
Hypercognition (rank 3)
Levitate (rank 3)
Mind Reading (rank 3)
Daze (rank 1)
Detect Magic (rank 1)
Telekinetic Hand (rank 1)
Telekinetic Projectile (rank 1)
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