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 PlantAlignment: 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
Str | Dex | Con | Int | Wis | Cha |
---|---|---|---|---|---|
16 (+3) | 20 (+5) | 21 (+5) | 25 (+7) | 14 (+2) | 15 (+2) |
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: AnyOrganization: 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.