Size:
Type:
Form:
Temper:
# App:
Lair:
Diet:
Combat Dice:
Hit Points:
Attack Rank:
Passive Defense:
Active Defense:
Damage Reduction:
Role:
Ground:
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:
Actions/Abilities/Traits: (D&D 5e)
Actions/Abilities/Traits: (D&D 5e)
Action
Claw
Melee Weapon Attack: +6 to hit, reach 5 ft.; one target. Hit: 7 (1d8 + 3) piercing damage and the target is grappled (escape DC 13).
Action
Marro Bonegun (Tech-Magic)
Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) poison damage.
Action
Multiattack
The mi-go makes four claw attacks.
Special
Deceptive
A mi-go is a master of deception. It has advantage on Deception and Disguise checks.
Special
Evisceration (1/turn)
A mi-goï¿1/2s claws are capable of swiftly and painfully performing surgical operations upon helpless creatures or those it has grappled. When a mi-go makes a successful Strength (Athletics) check to grapple a target, or hits a grappled, restrained, or incapacitated target, it deals 13 (4d6) slashing damage in addition to any other effects.
Special
Starflight
A mi-go can survive in the void of outer space. It flies through space at incredible speeds. Although exact travel times vary, a trip within a single solar system normally takes 3d20 months, while a trip beyond normally takes 3d20 years (or more, at the GMï¿1/2s discretion) ï¿1/2 provided the mi-go knows the way to its destination.
Special
Tech-Magic
A mi-go possesses the ability to create strange items that blur the line between magic and technology, given time and resources. Each encountered mi-go will have some type of special equipment. Unlike other technological weapons mi-go tech-magic items are biological in nature and require a Wisdom (Medicine) check to figure out (see Alien Technology in Chapter 9 of the Official 5th Edition Guide for Game Masters)
Actions/Abilities/Traits: (Pathfinder 1e)
Actions/Abilities/Traits: (Pathfinder 1e)
Action
Feat 1
Combat Reflexes
Action
Feat 2
Deceitful
Action
Feat 3
Dodge
Action
Feat 4
Weapon Finesse
Action
Melee 1
4 claws +10 (1d4+3 plus grab)
Special
Deceptive (Ex)
A mi-go is a master of deception. It gains a +4 racial bonus on Bluff and Disguise checks. Bluff and Disguise are always class skills for a mi-go.
Special
Evisceration (Ex)
A mi-go's claws are capable of swiftly and painfully performing surgical operations upon helpless creatures or those it has grappled. When a mi-go makes a successful grapple check, in addition to any other effects caused by a successful grapple, it deals sneak attack damage to the victim. A creature that takes this damage must succeed at a DC 18 Fortitude save or take 1d4 points of ability damage from the invasive surgery (the type of ability damage dealt is chosen by the mi-go at the time the evisceration occurs). The save DC is Dexterity-based.
Special
Item Creation (Ex)
A mi-go possesses the ability to create strange items that blur the line between magic and technology, given time and resources. This ability allows a mi-go to ignore all of the Item Creation feat requirements and spellcasting requirements for creating a magic item; the resulting item is always mi-go technology. A mi-go can use the Heal skill to craft mi-go technology. When a mi-go uses this ability to craft an item, it must use a larger amount of strange ingredients and expendable resources-this effectively doubles the gp cost to create the item.
Special
Starflight (Su)
A mi-go can survive in the void of outer space. It flies through space at incredible speeds. Although exact travel times vary, a trip within a single solar system normally takes 3d20 months, while a trip beyond normally takes 3d20 years (or more, at the GM's discretion)-provided the mi-go knows the way to its destination.
Actions/Abilities/Traits: (Pathfinder 2e)
Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Clever Disguises
A mi-go can use Deception to impersonate any Medium humanoid creature, although creating such a disguise takes 1 hour. It can't impersonate a specific individual with this ability.
Ability
Eviscerate
(manipulate) The mi-go performs a swift and painful surgery on a creature it has grabbed or restrained or that is otherwise immobilized, attempting a Medicine check against the target's Fortitude DC. Regardless of the result, the target then becomes temporarily immune for 24 hours. Critical Success The target takes 6d6 slashing damage, is slowed 1 for 1 round, and becomes clumsy 1, enfeebled 1, or stupefied 1 (the mi-go chooses) for 24 hours. Success The target takes 4d6 slashing damage and is slowed 1 for 1 round by the pain. Failure The target takes 2d6 slashing damage. Critical Failure The target takes no damage.
Ability
No Breath
A mi-go doesn't breathe and is immune to effects that require breathing (such as an inhaled poison).
Ability
Sneak Attack
A mi-go deals an extra 1d6 precision damage to flat-footed creatures.
Offense
Melee
Circumstance: combat round (melee)
claw +15 [+11/+7] (agile, finesse), Damage 2d6+4 slashing plus Grab
Trait
Fungus
Fungal creatures have the fungus trait. They are distinct from normal fungi.
Immunity
cold
Language
Aklo
Common
Mi-Go
Perception
low-light vision
tremorsense (precise) 30 feet
Weakness
slashing 5