Seugathi Servant
Creature 6 (uncommon) — aberration, seugathi
Pre-Remaster content. May include legacy alignment.
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
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
AC 23
Fort +14
Ref +17
Will +12
HP 75
Immunities mental, poison
Resistances bludgeoning 5
Speed 25 feet
Offense
Melee Bite +17, Damage 2d6+5 piercing
Melee Longsword +14, Damage 1d8+5 piercing
Abilities
Tremorsense (Imprecise) 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 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)
Spells
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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