Mi-Go

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

Mi-Go (CR 6)

Medium Plant
Alignment: Neutral Evil
Initiative: +5
Senses: Blindsight 30 feet, Low-Light Vision; Perception +12
  Speed: 30 feet, Fly 50 feet (good)
Space: 5 feet
 

Defense

Armor Class: 20, touch 16, flat-footed 14 (+5 Dex, +1 dodge, +4 natural)
Hit Points: 66 (7d8+35)
Saving Throws: Fort +10, Ref +7, Will +4
Damage Reduction: 5/slashing
Immunity: cold, plant traits
Energy Resistance: electricity 10, fire 10
 

Offense

Melee: 4 claws +10 (1d4+3 plus Grab)
Reach: 5 feet
  Special Attacks: evisceration, Grab, sneak attack +2d6
 

Statistics

StrDexConIntWisCha
16 (+3) 20 (+5) 21 (+5) 25 (+7) 14 (+2) 15 (+2)
Base Attack Bonus: +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 Languages: Aklo, Common, Mi-Go
  Special Qualities: deceptive, item creation, No Breath, starflight

 

Special Abilities

Deceptive (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.
 

Ecology

Environment: Any
Organization: solitary, pair, scouting party (3-9), or invasion (9-16)
Treasure: double

  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.

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