Deghuun (Child of Mhar)
CREATURE 18Mhar, an ancient evil deity of caverns, mountains, and volcanoes, belongs to the pantheon of the Great Old Ones-monstrous beings of alien intellect and unfathomable power. The so-called children of Mhar (known as deghuuns in the chaotic tongues of Mhar's enraptured cultists) physically resemble blue-gray octopods made of stone, mud, and molten iron. Venthole-like craters dot the surface of a deghuun's body, through which the creature can gaze out with a single golden eye that it can move from crater to crater.
A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness.
A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.
The deghuun ignores the Concealed condition from smoke or smog, including from Sulfurous Plume.
Anytime a deghuun attempts a Will save against an enchantment spell, the spell's caster must attempt a DC 38 Will save or become Confused for up to the spell's duration.
The deghuun vents caustic smog for 1d4 rounds.
Any creature that ends its turn within 30 feet of the deghuun during this time takes 6d6 fire damage and is Sickened 1 (DC 38 Fortitude; the creature avoids the sickened condition on a critical success, or is Sickened 2 on a critical failure).
While sickened in this way, a creature takes a -2 status penalty to its saving throw against the deghuun's Hallucination.
Any creature that's in the smog is Concealed and treats other creatures as concealed. Strong winds dissipate the smog.
The deghuun makes three tentacle Strikes, each against a different creature within reach. These attacks count toward its multiple attack penalty as normal.
The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.