Hundreds of legs support this hulking, bruise-colored worm.
XP 9,600 DEFENSE AC 23, touch 15, flat-footed 16 (+6 Dex, +1 dodge, +8 natural, –2 size) OFFENSE Speed 30 ft. 12 PE—anticipate 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) STATISTICS Str 23, Dex 22, Con 21, Int 15, Wis 18, Cha 19 SPECIAL ABILITIES 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. |