CREATURE 6
Perception +14; low-light vision, tremorsense (precise) 30 feet
Languages Aklo, Common, Mi-Go
Skills Acrobatics +13, Arcana +15, Athletics +12, Deception +14 (+18 to Impersonate), Medicine +17, Occultism +15, Religion +14, Stealth +13, Thievery +13
Str +2 Dex +5 Con +3 Int +5 Wis +4 Cha +2
AC 24; 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), 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 flat-footed creatures.
Bestiary 3, page 168.
Open Mi-Go in the interactive creatures list or browse all creatures starting with M.