Seugathi Guard

Seugathi Guard

Creature 6

Perception +14; darkvision, tremorsense 30 feet

Languages Aklo, Undercommon; 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

, wand of

AC 23; Fort +14, Ref +17, Will +12; +1 status to all saves vs. magic

HP 75; Immunities mental, poison; Resistances bludgeoning 5

Mindfog Aura (enchantment, 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.

Command Confusion Trigger A creature fails its save against the seugathi’s mindfog aura; Effect The seugathi determines who the confused creature attacks for that round, instead of the target being randomly determined by the GM. 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.

Speed 25 feet

Melee bite +17 (agile, finesse), Damage 2d6+5 piercing plus seugathi venom

Melee longsword +14 (reach 10 feet, versatile P), Damage 1d8+5 piercing

Occult Innate Spells DC 24, attack +16; 3rd

, , (×3); Cantrips (3rd), , ,

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)