CE Large aberration
Init +9; Senses darkvision 120 ft., detect thoughts, tremorsense 30 ft.; Perception +15
Aura madness (30 ft.)
AC 19, touch 14, flat-footed 14 (+4 armor, +5 Dex, +1 natural, –1 size)
hp 67 (9d8+27); fast healing 5
Fort +6, Ref +8, Will +9
DR 10/slashing or piercing; Immune mind-affecting effects, poison; SR 17
Speed 30 ft.
Melee mwk short sword +11/+6 (1d8+3/19–20), bite +5 (1d8+1 plus poison)
Space 10 ft.; Reach 10 ft.
Special Attacks confusion command
Spell-Like Abilities (CL 6th; concentration +10)
At will—detect thoughts (DC 16), levitate
3/day—confusion (DC 18), dispel magic, suggestion (DC 17)
1/day—mind fog (DC 19), phantasmal killer (DC 18)
Str 16, Dex 20, Con 17, Int 14, Wis 17, Cha 19
Base Atk +6; CMB +10; CMD 25 (can’t be tripped)
Feats Ability Focus (aura of madness), Combat Casting, Combat Reflexes, Improved Initiative, Weapon Finesse
Skills Escape Artist +17, Knowledge (religion) +14, Perception +15, Sense Motive +12, Stealth +13, Use Magic Device +16
Languages Aklo, Undercommon; telepathy 100 ft.
SQ item use
Aura of Madness (Su)
Any sane being within 30 feet of a conscious seugathi must make a DC 20 Will save each round or become confused for 1 round. A creature that fails 5 saves in a row becomes permanently insane, as per the insanity spell. A seugathi can suppress or activate this aura as a free action. This is a mind-affecting effect. The save DC is Charisma-based.
Confusion Command (Su)
As an immediate action, a seugathi can issue a telepathic command to a confused creature within 30 feet. This allows the seugathi to pick a result from the confusion behavior table, rather than the confused creature rolling randomly for its actions that round.
Item Use (Ex)
A seugathi can utilize spell trigger devices
as if it were a spellcaster of the appropriate class. As a free action
by touch, it can identify all spell trigger properties an item has. Use Magic Device is a class skill for seugathis.
Bite—injury; save Fort DC 17; frequency 1/round for 6 rounds; effect 1d2 Wis and deafness; cure 2 consecutive saves.
Deafness persists as long as the ability damage caused by the poison lasts. The save DC is Constitution-based.