Mi-Go
Creature 6- Perception
- +14; low light vision, tremorsense 30 feet
- Languages
- Aklo, Common, Mi go
- Skills
- Acrobatics +13, Arcana +15, Athletics +15, Deception +14, Medicine +17, Occultism +15, Religion +14, Stealth +13, Thievery +13
- Str +2, Dex +5, Con +3, Int +5, Wis +4, Cha +2
Tremorsense (Precise) 30 feet
- AC
- 23; Fort +13, Ref +17, Will +14
- HP
- 120; Immunities cold; Weaknesses slashing 5
No Breath A mi-go doesn't breathe and is immune to effects that require breathing (such as an inhaled poison).
- Speed
- 25 feet, fly 40 feet
Melee ◆ claw +15 (agile, finesse, unarmed), Damage 2d6+4 slashing plus Grab
Clever Disguises A mi-go can use Deception to Impersonate any Medium humanoid creature, although creating such a disguise takes 1 hour. It can't impersonate a specific individual with this ability.
Eviscerate ◆ (manipulate) The mi-go performs a swift and painful surgery on a creature it has Grabbed or Restrained or that is otherwise Immobilized, attempting a Medicine check against the target's Fortitude DC. Regardless of the result, the target then becomes temporarily immune for 24 hours.
Critical Success The target takes 6d6 slashing damage, is Slowed 1 for 1 round, and becomes Clumsy 1, Enfeebled 1, or Stupefied 1 (the mi-go chooses) for 24 hours.
Success The target takes 4d6 slashing damage and is slowed 1 for 1 round by the pain.
Failure The target takes 2d6 slashing damage.
Critical Failure The target takes no damage.
Sneak Attack A mi-go deals an extra 1d6 precision damage to Off-Guard creatures.
Grab ◆
Source: Pathfinder Monster Core 2