Seugathi Savant

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.


Environment any underground
Organization solitary
Treasure double (+1 short sword, wand of searing light [CL 10th, 1d20+10 charges], other treasure)

Worm-like monstrosities engorged on the thoughts of prophets and mystics, seugathi savants differ from their lesser kin in their immense size and their inherent talent for psychic magic. Like all seugathi, savants are driven by mental compulsions instilled by their neothelid masters. However, they perceive more of their masters’ eons-spanning schemes than most other seugathi, and the neothelids grant them greater flexibility in achieving these goals. Seugathi savants dismiss ordinary seugathi as unworthy drones and largely ignore them, while seugathi revere savants as wiser, older siblings—much to the irritation of the savants.

A seugathi savant measures 35 feet long and weighs 7,000 pounds.

Section 15: Copyright Notice

Pathfinder Campaign Setting: Occult Bestiary © 2015, Paizo Inc.; Authors: Josh Colon, John Compton, Paris Crenshaw, Adam Daigle, Eleanor Ferron, James Jacobs, Joe Homes, Mikko Kallio, Mike Kimmel, Ron Lundeen, Kate Marshall, Kalervo Oikarinen, Stephen Radney-MacFarland, and F. Wesley Schneider.

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