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Mi-Go



Horrific alien plant creatures from space known for subjecting living creatures to awful experiments. Mi-Go view most other creatures as biological resources, not people. Even cooperative Mi-Go PCs may struggle to understand morality, autonomy, or emotion. Many wear disguises, flesh-suits, or technological masks to pass among humanoids.

RP: 13�“14 (Advanced Race)
Type: Plant
Size: Medium
Base Speed: 30 ft.

Mi-Go are alien fungoid beings from beyond the stars—brilliant, cruelly curious, and utterly inhuman in thought.

Ability Score Modifiers

+2 Dexterity, +2 Intelligence, �“2 Charisma

Mi-Go are agile and hyper-intelligent, but deeply alien and unsettling to most creatures.

Racial Traits
Plant Creature

Mi-Go have the plant type. They gain plant traits (immunity to mind-affecting effects, poison, sleep, paralysis, polymorph, and stunning), but are subject to effects that target plants. They do not breathe.

(Strong, but offset by social penalties and alien roleplay constraints.)

Alien Physiology
Mi-Go are immune to cold and gain electricity resistance 5 and fire resistance 5.

(Reduced from monster values for balance.)

Low-Light Vision
Mi-Go can see twice as far as humans in dim light.

Fungoid Wings
Mi-Go have vestigial wings that aid movement but cannot yet sustain true flight.
You gain a +4 racial bonus on Acrobatics checks to jump.
You take no falling damage from the first 20 feet of a fall.

(True flight is gained via racial feats.)

Deceptive Organism
Mi-Go gain a +2 racial bonus on Bluff and Disguise checks.
Bluff and Disguise are always class skills for Mi-Go.

Aberrant Anatomy
Mi-Go have clawed limbs but lack conventional hands.
They can manipulate objects and cast spells with somatic components.
They take a �“2 penalty on Disable Device and Sleight of Hand checks.

Languages
Mi-Go begin play speaking Mi-Go and Aklo.
Mi-Go with high Intelligence can choose from: Common, Deep Speech, Draconic, and Undercommon.

Alternate Racial Traits (Optional)
Surgical Instincts: Gain Heal as a class skill and a +2 racial bonus on Heal checks; lose Deceptive Organism.
Void-Hardened: Gain resistance 10 to either fire or electricity (chosen at creation); lose Low-Light Vision.

Racial Feats (Mi-Go)
These feats represent the gradual awakening of Mi-Go biology and alien science.

MI-GO RACIAL FEATS
Grasping Claws (Combat)
Prerequisites: Mi-Go, BAB +1
You gain two claw natural attacks (1d4 damage). These claws have the grab special ability.

Surgical Evisceration (Ex)
Prerequisites: Mi-Go, Grasping Claws, BAB +5
Whenever you deal sneak attack damage to a creature you are grappling or that is helpless, you may force a Fortitude save (DC 10 + 1/2 your level + Dex modifier). On a failure, the target takes 1d4 points of ability damage to one ability score of your choice.

Sneak Attack
Prerequisites: Mi-Go, character level 3
You gain +1d6 sneak attack. This stacks with sneak attack gained from other classes.
You may take this feat multiple times; its effects stack, to a maximum of +3d6.

Blindsight (Ex)
Prerequisites: Mi-Go, Perception 5 ranks
You gain blindsight 30 ft.

True Flight
Prerequisites: Mi-Go, character level 5
You gain a fly speed of 40 ft. (good).

Item Creation Savant (Ex)
Prerequisites: Mi-Go, Heal 7 ranks, character level 7
You may craft magic items using the Heal skill instead of Spellcraft and may ignore spell prerequisites, but the gp cost to create items is doubled, and all items are unmistakably Mi-Go technology.

Alien Metabolism
Prerequisites: Mi-Go, Constitution 13, character level 5
You gain DR 5/slashing.

Void Survival (Ex)
Prerequisites: Mi-Go, character level 7
You can survive indefinitely in vacuum and extreme cold environments without harm.

Starflight (Su)
Prerequisites: Mi-Go, True Flight, character level 11
You gain the ability to travel through space at immense speeds, as per the monster’s starflight ability. Interplanetary travel takes months or years at the GM’s discretion.