Bestiary 4 | Monsters | Mi-Go

Mi-Go

Cr: 6. Xp: 2,400. Alignment: NE. Size: Medium. Creature Type: Plant.
Init: +5. Senses: blindsight 30 ft., low-light vision; Perception +12. Ac: 20, touch 16, flat-footed 14 (+5 Dex, +1 dodge, +4 natural).
Hp: 66 (7d8+35).
Fortitude: +10. Reflex: +7. Will: +4. Dr: 5/slashing. Resist: electricity 10, fire 10. Immune: cold, plant traits.
Speed: 30 ft., fly 50 ft. (good). Melee: 4 claws +10 (1d4+3 plus grab). Special Attacks: evisceration, grab, sneak attack +2d6. Strength: 16. Dexterity: 20. Constitution: 21. Intelligence: 25. Wisdom: 14. Charisma: 15.
Base Attack: +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. Special Qualities: deceptive, item creation, no breath, starflight.
Environment: any. Organization: solitary, pair, scouting party (3–9), or invasion (9–16). Treasure: double.

Description: This unnaturally graceful creature has a bulbous fungoid lump for a head, spiny insectoid wings, and a tangle of spiky, clawed legs.

Special Abilities

Deceptive

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

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

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

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.

Mi-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.