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:
(d20)
Actions/Abilities/Traits: (d20)
Action
2 claws
15 (1d6+4 plus
Special (Ex)
Deceptive
Special (Ex)
Evisceration
Special (Ex)
Item Creation
Special (Ex)
Sneak Attack
Special (Su)
Lesser Starflight (Su)
Special (Su)
Madness (Su)

Actions/Abilities/Traits:
(OSR)
Actions/Abilities/Traits: (OSR)
Special
|Deadly Embrace
A mihstu that hits an opponent successfully two rounds in a row with melee attacks completely surrounds that creature and inflicts 1d6 points of Constitution damage every round as it siphons away blood, tears, and other vital fluids. It may continue to do this each round, and still attack other creatures with its tentacles.
Special
|Deadly Embrace
Evisceration When an eremite grapples a foe, it can quickly eviscerate or otherwise surgically alter its victim by excising a bit of flesh or a part of an internal organ as a swift action, causing the victim to suffer 1d4 points of Dexterity, Constitution, or Strength damage (eremite overlord's choice). The victim can resist this effect with a Death save.
Special
|Deadly Embrace
Gaseous Item Creation A mihstu can pass through small holes, even cracks, without reducing its speed.
Special
|Deadly Embrace
Starflight In outer space, this creature can survive in the void and fly at incredible speed. Travel times vary, but a trip within a single solar system should take 3d20 hours, and a trip beyond should take 3d20 days or more if the dragon knows the way to its destination. An outer dragon can carry one rider of one size category smaller than itself, four passengers two sizes smaller, eight passengers three sizes smaller, or 16 passengers four or more sizes smaller. Passengers are protected from the void of outer space.
Special
|Deadly Embrace
Susceptible to Cold Magical cold stuns a mihstu rather than damaging it. If the creature fails its save against a magical cold effect, it is stunned for Wind Defense The churning winds of a mihstu's body automatically deflect nonmagical projectiles (such as arrows, bolts, and sling stones). All other ranged weapons (including magical projectiles and thrown weapons) have a 20% miss chance. Weapons of significant 245 size, such as giant-thrown boulders, siege engine projectiles, and other massive ranged weapons are not affected by this ability.
Special
|Deadly Embrace
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 any item creation requirements and spellcasting requirements for creating a magic item; the resulting item is always mi-go technology. A mi-go can use the Medicine 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.

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