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Mi-Go

This is an interpretation of a monster in the Lovecraft Mythos, Ruud Dirven, Mi-Go
This is an interpretation of a monster in the Lovecraft Mythos, Ruud Dirven

This unnaturally graceful creature has a bulbous fungoid lump for a head, spiny insectoid wings, and a tangle of spiky, clawed legs.

[This content was created by Paizo Publishing LLC for the Pathfinder rules but is not from the Pathfinder RPG product line.]

Source: Pathfinder d20pfsrd.com

Mi-go are both scientists and colonists extraterrestrial travelers from the Dark Tapestry who view the universe as a canvas to be mastered and controlled. Their numbers on any particular planet can vary, but taken on a galactic scale, these numbers can only be mind-numbing in scope. A typical mi-go is roughly the size of a human, but weighs only 90 pounds.

Ecology

Although a mi-go’s shape might suggest an arthropod, especially with its long, insectlike limbs and diaphanous wings, the creature is in fact a highly evolved form of extraterrestrial fungus. Mi-go communicate via a combination of clicking of pincers and subtle shifts in the coloration of their bulbous heads, other creatures can learn this language, but without similar biologies (or the ability to mimic these noises and colors with illusions) can only hope to ‘listen’ to a mi-go. A mi-go can speak in a strange, buzzing voice, but generally only does so when forced to speak to other creatures.

Mi-Go CR 6
XP 2,400    
NE Medium plant Init +5;
Senses Blindsight 30 ft., Low-Light Vision; Perception +12
DEFENSE
AC 20, touch 16, flat-footed 14 (+5 Dexterity, +1 Dodge, +4 natural)
hp 66 (7d8+35)
Fort +10, Ref +7, Will +4    
DR 5/slashing; Immune cold, plant traits; Resist electricity 10, fire 10
OFFENSE
Speed 30 ft., fly 50 ft. (good)    
Melee 4 claws +10 (1d4+3 plus grab)
Special Attacks evisceration, sneak attack +2d6
STATISTICS
Strength 16, Dexterity 20, Constitution 21, Intelligence 25, Wisdom 14, Charisma 15    
Base Atk +5; CMB +8 (+12 grapple); CMD 24 (32 vs. trip)
Feats Combat Reflexes, Deceitful, Dodge, Weapon Finesse
Skills Bluff +18, Disable Device +12, Disguise +18, Fly +9, Heal +9, Knowledge (arcana) +14, Knowledge (geography) +14, Perception +12, Spellcraft +14, Stealth +15; Racial Modifiers Bluff +4, Disguise +4
Languages Aklo, Common, Mi-Go; cannot speak SQ deceptive, item creation, no breath, starflight
SPECIAL ABILITIES
Deceptive (Ex) A mi-go is a master of deception, and gains a +4 racial bonus on Bluff and Disguise checks. Bluff and Disguise are always class skills for mi-go.    

Evisceration (Ex) A mi-go’s claws are capable of swiftly and painfully performing surgical operations upon helpless creatures or creatures it has grappled. When a mi-go makes a successful grapple check (in addition to any other effects caused by a successful check), it inflicts its sneak attack damage on the victim. A creature that takes this damage must make a DC 18 Fortitude save or take 1d4 points of ability damage as well from the invasive surgery (the type of ability damage dealt is chosen by the mi-go at the time the evisceration occurs). The save DC is Dexterity-based.

Item Creation (Ex) All mi-go possess the ability to create strange items that blur the line between magic and technology, given time and resources. This ability allows a mi-go to ignore all of the Item Creation feat requirements and spellcasting requirements for creating a magic item-the resulting item is always mi-go technology. Mi-go can use the Heal skill to craft mi-go technology. When a mi-go uses this ability to craft an item, it must use a larger amount of strange ingredients and expendable resources-this effectively doubles the gp cost to create the item.

No Breath (Ex) A mi-go does not breathe, and is immune to effects that require breathing (such as inhaled poison). This does not give immunity to cloud or gas attacks that do not require breathing.

Starflight (Su) A mi-go can survive in the void of outer space. It flies through space at an incredible speed. Although exact travel times vary, a trip within a single solar system normally takes 3d20 months, while a trip beyond should take 3d20 years (or more, at the GM’s discretion), provided the mi-go knows the way to its destination.
ECOLOGY
Environment any    
Organization solitary, pair, scouting party (3-8), or invasion (9-16)
Treasure double

Habitat & Society

Mi-go goals on the planets they invade and colonize can vary, from stripping them of mineral resources to seeking biological resources for their scientific experiments. Mi-go are often viewed as gods or demons by the more primitive societies they encounter, and are fond of capitalizing upon these fears to further their own agendas. Masters of disguise, they often infiltrate societies so as to better manipulate, harvest, and eventually consume the society for their own needs. Despite their skill in this regard, they generally keep the core strongholds of their operations in remote regions, hilly and mountainous areas are favored for the preponderance of caves and other natural features that are easily converted into defensible hideouts.

Although masters of strange biological technologies, migo are also quite fervent in religious matters. Most worship Shub-Niggurath, for they view this goddess’s fecundity as the pinnacle of their own biological technologies and skills. A mi-go sees very little difference between the cold hard facts of science and the intensely interpretative complexities of faith.

Mi-Go Technology

The mi-go mastery of surgical and biological technologies incorporates the magical; the techniques they utilize in their pursuit of world colonization manifest in a wide range of strange and frightening tools. These devices merge magic and technology in strange and unsettling ways. For the most part, mi-go technology functions identically to normal magic items, the devices simply look disturbing and weird to other creatures. The function of mi-go technological items can be identified as if they were normal magic items, but with a -5 penalty on the Spellcraft check. Likewise, attempts to utilize mi-go technology with Use Magic Device take a -5 penalty. At the GM’s discretion, after a character becomes familiar with mi-go technology (perhaps after identifying or using the items over the course of an adventure or two), these penalties might vanish.

While you can simulate mi-go technology by simply describing existing magic items as strange and unusual things (a mi-go potion of cure serious wounds might look like a syringe filled with bubbling blue liquid, for example, while a mi-go rod of thunder and lightning might look like a strange rifle-like device made of crystal and pulsating fleshy veins, and might deal cold damage in place of electrical damage), other items should be more unique, such as this example.

Pathfinder Adventure Path #46: Wake of the Watcher. © 2011, Paizo Publishing, LLC; Author: Greg A. Vaughan.

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