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From Pathfinder #200: Seven Dooms for Sandpoint, which isn't enabled.

Pthuminin

CREATURE 11

Variant gosreg

Gosregs are agents of the Dominion of the Black that insinuate themselves into humanoid societies to foster the goals of their sinister alien masters. They act as spies and special forces that can mingle with humanoid society while enacting plans for the rest of the Dominion in secret.

In their natural forms, gosregs dart about in a jerky gallop due to their stumpy legs and gangly arms. They take on the appearances of humanoids to infiltrate societies, and they drop their disguises only when they feel they are ultimately compromised and must resort to physical violence to protect their agendas. Their brain-like heads and bestial legs suggest a potential link with a similar Dominion of the Black agent: the dreaded intellect devourer.


Perception +21; darkvision, thoughtsense 60 feet
Languages Aklo, Common, Sakvroth; telepathy 100 feet
Skills Crafting +21, Deception +24, Occultism +23, Society +19, Stealth +23
Str +3, Dex +6, Con +3, Int +6, Wis +5, Cha +7
Telepathy 100 feet (aura, magical)

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.

Thoughtsense 60 feet (mental, occult)

The gosreg senses a creature's mental essence as a precise sense with the listed range; it cannot sense mindless creatures with thoughtsense.


AC 31; Fort +18, Ref +23, Will +22; +1 status to all saves vs. magic
HP 195; Immunities confused; Resistances mental 10
+1 Status to All Saves vs. Magic
Unsettled Aura (aura, mental, occult)

30 feet. Gosregs project a field of discordant energy that unsettles the minds of thinking creatures. Any non-mindless creature within 30 feet of a gosreg takes a -1 status penalty to Will saves.

Effect: Unsettled Aura


Speed 25 feet
Melee Jaws +21 (finesse, unarmed), Damage 2d10+7 piercing plus 1d10 mental
Melee Claw +21 (agile, finesse, unarmed), Damage 2d8+7 slashing
Occult Innate Spells DC 30, attack +22; 6th Phantasmal Calamity, Phantom Pain; 5th Mind Probe, Sending, Subconscious Suggestion, Synaptic Pulse; 4th Nightmare, Suggestion (×3); 2nd Undetectable Alignment; Cantrips (6th) Mage Hand, Telekinetic Projectile
Change Shape (concentrate, occult, polymorph)

The gosreg takes on the appearance of any Small or Medium humanoid. This doesn't change its Speed or its attack and damage modifiers with its Strikes, but it might change the damage type its Strikes deal (typically to bludgeoning).


The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.

Mind Bolt (illusion, mental, occult)

A gosreg concentrates its field of discordant mental energy and projects it into the mind of an enemy within 60 feet. The target takes 6d6 mental damage (DC 30 basic Will save). On a critical failure, the creature is also Confused for 1d4 rounds.

Pathfinder #200: Seven Dooms for SandpointOGL