
SPCDRI |
Do you think this happens? I remember this happening in Dungeons and Dragons 3/3.5 quite a bit. Monster Manual II was notorious for underCRed creatures that just made people go...
"Huh?"
There are some real lulus in Bestiary II as well.
The problem is, Bestiary 1 monsters are known quantities, have more than a
decade of experience with from 3.0/3.5 and might be playtested more.
Bestiary II and III are not and will not be like that.
I guarantee the troll and the hill giant were thought about a lot more than say the creature that inspired me to make this post, the Seugathi.
AC 19, good saves, 67 HP and Fast Healing 5, a 30 foot DC 20 confusion Aura, it can choose what happens to Confused people within its Aura. DC 17 wisdom damaging poison that works with all of its Spell Like Abilities...
DC 17 Suggestion, DC 18 Confusion, DC 19 Mind Fogs and DC 18 Phantasmal Killers? Really? At CR 6? Really? What am I missing?

SPCDRI |
Necro is just like the sea hag used to be. It has an ability that is way too strong. 2d4 daze is just way too damn long to daze somebody, especially at DC 15 at CR 3. Doesn't seem to be as big of an offender as some others in the Bestiary II.
Edit: Sceaduinar, at CR 7.
AC and Wisdom isn't that good, but 90 foot (good) fly speed, 85 HP, DR 10/Adamantium or Good, DC 19 Harm and Slay Living DC 18, as 9th level casters? REALLY!?

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Edit: Sceaduinar, at CR 7.AC and Wisdom isn't that good, but 90 foot (good) fly speed, 85 HP, DR 10/Adamantium or Good, DC 19 Harm and Slay Living DC 18, as 9th level casters? REALLY!?
Woah, okay that is way too tough and DC 19 Harm? Hah, I'd love to throw this against some of the regular PFS groups here. They'd just explode with agonized screams.
That aforementioned Necrophidius gets even tougher, by the way, when you consider the defenses it gets due to construct immunities. On the other hand, there seems to be a lot of design differences between monsters from APs(such as the 'phidius and shining child) and baseline ones (trolls, for instance). AP monsters just seem to be geared to be tougher and more destructive, particularly monsters from the early APs. I think the Seugathi fit in that definition too, even though they were introduced in the Darklands guide(IIRC) originally.

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http://www.d20pfsrd.com/bestiary/monster-listings/aberrations/seugathi
The reason it isn't overpowers for me comes from it's lack of any reasonable ranged damage attack beyond 30 ft. And it really can't do any real actual damage at all. It's all mind effecting stuff.
If you ID it, you won't get close to it and will just plink it with arrows which would overcome DR. AC and Hit points are average.
At 6th level full BaB are getting two attacks.
It is a tough CR 6, but a 6th level party can handle it. The danger comes from him taking over party members, as he himself can't do much actual damage (other than Phantasmal killer which gives 2 saves)

SPCDRI |
http://www.d20pfsrd.com/bestiary/monster-listings/aberrations/seugathi
If you ID it, you won't get close to it and will just plink it with arrows which would overcome DR. AC and Hit points are average.
Well, its a good thing it doesn't have a +15 Perception, 120 foot darkvision, Detect Thoughts permanently active, Tremorsense and 3 spells that it can use at 75 to 160 feet along with a 5th level wand of Magic Missiles.
It is also a good thing it is just dumb enough to let people shoot with that 14 Intelligence and 17 Wisdom.
:)

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ciretose wrote:http://www.d20pfsrd.com/bestiary/monster-listings/aberrations/seugathi
If you ID it, you won't get close to it and will just plink it with arrows which would overcome DR. AC and Hit points are average.
Well, its a good thing it doesn't have a +15 Perception, 120 foot darkvision, Detect Thoughts permanently active, Tremorsense and 3 spells that it can use at 75 to 160 feet along with a 5th level wand of Magic Missiles.
It is also a good thing it is just dumb enough to let people shoot with that 14 Intelligence and 17 Wisdom.
:)
It only has standard movement, it's hitting with a short sword for 1d8 +3 damage. It's poison attack is at +5.
This is a combat of attrition. It can effect you, but it can't really do much in the way of hit point damage.
Other than once a day phantasmal killer, it basically needs to stay 30 feat from you and hope it can mind control someone in your party to actually deal out the damage.
Tough fight, maybe under CR by one, but not a TPK for a 6th level group by any stretch without some bad luck.

Brambleman |

the Seugathi seems tough for its CR, but I wonder how it stacks against the similar monster, the Drider? They are both large abberations, have poison, use PC weapons, spell abilities, and SR. But the Seugathi seems to have less spells, but better defenses, adding DR and fast healing, immunitys to mind affecting, and an aura of madness with command ability.
Seems the CR6 Seugathi will be tougher than the CR7 drider to me. Look at them side by side yourself.
I can see how it's threat falls off at longer ranges. But on the third hand, according to fluff, these monsters will most often be found in the more confined Darklands, where there may not be the most maneuvering space.
Looks like this one may have been under CRed.