Mi-goThis unnaturally graceful creature has a bulbous fungoid lump for a head, spiny insectoid wings, and a tangle of spiky, clawed legs.Mi-go CR 6Source Bestiary 4 pg. 193, Pathfinder #46: Wake of the Watcher pg. 86 XP 2,400 NE Medium plant Init +5; Senses blindsight 30 ft., low-light vision; Perception +12DefenseAC 20, touch 16, flat-footed 14 (+5 Dex, +1 dodge, +4 natural) hp 66 (7d8+35) Fort +10, Ref +7, Will +4 DR 5/slashing; Immune cold, plant traits; Resist electricity 10, fire 10OffenseSpeed 30 ft., fly 50 ft. (good) Melee 4 claws +10 (1d4+3 plus grab) Special Attacks evisceration, grab, sneak attack +2d6StatisticsStr 16, Dex 20, Con 21, Int 25, Wis 14, Cha 15 Base Atk +5; CMB +8 (+12 grapple); CMD 24 (32 vs. trip) Feats Combat Reflexes, Deceitful, Dodge, Weapon Finesse Skills Bluff +18, Disable Device +12, Disguise +18, Fly +9, Heal +9, Knowledge (arcana, geography) +14, Perception +12, Spellcraft +14, Stealth +15; Racial Modifiers +4 Bluff, +4 Disguise Languages Aklo, Common, Mi-Go SQ deceptive, item creation, no breath, starflightEcologyEnvironment any Organization solitary, pair, scouting party (3–9), or invasion (9–16) Treasure doubleSpecial AbilitiesDeceptive (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.
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.
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.
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.DescriptionMi-go are both scientists and colonists—extraterrestrial travelers from deep space who view the universe as a canvas to be mastered and controlled. Their numbers on any particular planet can vary, but taken on a galactic scale, are mind-numbing in scope.
Although a mi-go’s shape might suggest it is an arthropod, the creature is in fact a highly evolved form of extraterrestrial fungus. Mi-go communicate via a combination of clicking pincers and subtle shifts in the coloration of their bulbous heads.
A typical mi-go is roughly the size of a human, but weighs only 90 pounds.
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