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Seugathi Savant

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Hundreds of legs support this hulking, bruise-colored worm.

Seugathi Savant CR 10

XP 9,600
CE Huge aberration
Init +10; Senses darkvision 120 ft., tremorsense 30 ft.; Perception +20
Aura madness (30 ft.)


AC 23, touch 15, flat-footed 16 (+6 Dex, +1 dodge, +8 natural, –2 size)
hp 142 (15d8+75); fast healing 5
Fort +12, Ref +11, Will +13; +4 vs. psychic spells
Defensive Abilities psychic resilience; DR 10/slashing and magic; Immune mind-affecting effects, poison; SR 21


Speed 30 ft.
Melee +1 short sword +16/+11/+6 (2d6+7/19–20), bite +10 (2d6+3 plus poison)
Space 15 ft.; Reach 15 ft.
Special Attacks confusion command
Psychic Magic (CL 15th; concentration +19)

12 PEanticipate thoughts (2 PE, DC 16), detect thoughts (2 PE, DC 16), levitate (2 PE), mental barrier IV, (5 PE), mind fog (5 PE, DC 19), psychic crush I (5 PE, DC 19), suggestion (2 PE, DC 17)


Str 23, Dex 22, Con 21, Int 15, Wis 18, Cha 19
Base Atk +11; CMB +19; CMD 36 (can't be tripped)
Feats Combat Casting, Combat Expertise, Combat Reflexes, Dodge, Great Fortitude, Improved Initiative, Intimidating Prowess, Power Attack
Skills Bluff +13, Intimidate +25, Knowledge (religion) +16, Perception +20, Sense Motive +19, Stealth +16, Use Magic Device +19
Languages Aklo, Terran, Undercommon; telepathy 100 ft.
SQ item use


Aura of Madness (Su)

Any sane being within 30 feet of a conscious seugathi savant must succeed at a DC 21 Will save each round or become confused for 1 round. A creature that fails five saves in a row becomes permanently insane, as the insanity spell. A seugathi savant can suppress or activate this aura as a free action. This is a mind-affecting effect. The save DC is Charisma-based.

Confusion Command (Su)

As an immediate action, a seugathi savant can issue a telepathic command to a confused creature within 30 feet. This allows the seugathi savant to pick a result from the confusion behavior table, rather than the confused creature rolling randomly for its actions that round.

Item Use (Ex)

A seugathi savant can utilize spell-trigger devices as if it were a spellcaster of the appropriate class. As a free action, it can identify all spell-trigger properties of an item it is touching. Use Magic Device is a class skill for seugathi savants.

Poison (Ex)

Bite—injury; save Fort DC 22; frequency 1/round for 6 rounds; effect 1d2 Wis damage and deafness; cure 2 consecutive saves. Deafness persists as long as the ability damage caused by the poison lasts. The save DC is Constitution-based.