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Seugathi Reality Warper

Creature 9 (uncommon) — aberration, seugathi

Pre-Remaster content. May include legacy alignment.

WeaverLANDaberration

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; darkvision, tremorsense (imprecise) 30 feet
Languages aklo, sakvroth; telepathy 100 feet
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
Items Battle Axe
AC 27 Fort +18 Ref +21 Will +15 +1 status to all saves vs. magic
HP 120
Immunities mental, poison
Resistances bludgeoning 10
Speed 25 feet

Offense

Melee Bite (agile, finesse) +19, Damage 2d6+8 piercing plus 1d10 spirit plus Seugathi Venom
Melee Battle Axe (magical, reach-10, sweep) +18, Damage 1d8+8 bludgeoning plus 1d10 spirit

Abilities

Tremorsense 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 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).
Occult Innate Spells DC 28, attack +20
5th Black Tentacles, Hallucination, Synesthesia, Wave of Despair
4th Confusion (×3), Phantasmal Killer, Suggestion
3rd Hypercognition (×3), Levitate (×3), Mind Reading (×3)
Cantrips (5th) Daze, Detect Magic, Telekinetic Hand, Telekinetic Projectile

WORKS WELL WITH

CrasherLANDConfused enemies make reckless and isolated targets that a Crasher can finish without fear of coordinated retaliation.
SniperLANDThe confusion aura disrupts enemy formation, giving the Sniper clean sight lines against disoriented targets.
AnvilLANDWhile the aura sows chaos, the Anvil physically denies key routes so scattered enemies cannot regroup.

PUNISHES

✖ clumping✖ low Will
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder #164: Hands of the Devil.

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