Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ability
+1 status to all saves vs. magic
Ability
Command Confusion [Reaction]
Circumstance: Trigger: A creature fails its save against the seugathi's mindfog
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 25 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
Ability
Envenom Weapon
(manipulate) The seugathi applies their seugathi venom to one weapon they wield.
Ability
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.
Ability
Mindfog Aura
(enchantment, mental) 20 feet. A creature that starts its turn in the aura must succeed at a DC 25 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.
Ability
Occult Innate Spells
DC 28, attack +20; 5th black tentacles, crushing despair, hallucination, synesthesia; 4th confusion (×3), phantasmal killer, suggestion; 3rd hypercognition (×3), levitate (×3), mind reading (×3); Cantrips (5th) daze, detect magic, mage hand, telekinetic projectile
Ability
Seugathi Venom
(poison) Saving Throw DC 25 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)
Ability
Warp Reality
(concentrate, occult, transmutation) The seugathi bends reality in their choice of a 10-foot emanation or a 60-foot line, altering the terrain of the area. The terrain becomes a different type of terrain (such as aquatic, arctic, or desert) and becomes normal or difficult terrain, as the seugathi chooses. Structures, general geographic features, and creatures in the area aren't transformed, but creatures in the area take 5d6 chaotic damage (DC 28 basic Fortitude save) as reality tries to bend them along with the terrain. Though changes to the area are permanent, the natural environment might eventually revert the land back to its original state (aquatic areas drain, arctic areas thaw, and so on).
Offense
Melee
Circumstance: combat round (melee)
bite +19 [+15/+11] (agile, finesse), Damage 2d6+8 piercing plus 1d10 chaotic plus seugathi venom
Trait
Aberration
Aberrations are creatures from beyond the planes or corruptions of the natural order.
Trait
Seugathi
Note from Nethys: no description was provided for this trait
Immunity
mental
poison
Item
+1 battle axe
Language
Aklo
telepathy 100 feet
Undercommon
Perception
darkvision
tremorsense 30 feet
Resistance
bludgeoning 10