Name | Shoggoth |
---|---|
Sorted Name | Shoggoth |
Family | Shoggoth |
Size and Type | Huge Ooze (aquatic) |
Hit Dice Count | 23 |
Hit Dice | 23d8+230 (333 hp) |
Random Hit Points | 23d8+230 - 230 |
Initiative | +11 |
Speed | 50 ft., climb 30 ft., swim 50 ft. |
Armor Class | 33, touch 15, flat-footed 26 (+7 Dex, +18 natural, -2 size) |
Base Attack/Grapple | +17/+CMB: +34 (+39 grapple)CMD: 51 (cannot be tripped) |
Attack | 4 slams +30 (3d6+15/19-20 plus grab) |
Space/Reach | 15 ft./30 ft. |
Special Attacks | constrict (3d6+15), maddening cacophony, engulf (4d6+22 bludgeoning damage plus 8d6 acid damage, AC 19, hp 33), trample (4d8+15, DC 36) |
Special Qualities | amphibious, all-around vision, darkvision 120 ft., low-light vision, scent, tremorsense 60 ft.; |
Saves | Fort +19, Ref +14, Will +15 |
Abilities | Str 40, Dex 24, Con 31, Int 5, Wis 22, Cha 13 |
Skills | Climb +23, Perception +33, Swim +23 |
Feats | Blind-Fight, Cleave, Combat Reflexes, Critical Focus, Great Cleave, Great Fortitude, Improved Critical (slam), Improved Initiative, Improved Sunder, Iron Will, Power Attack, Stunning Critical |
Environment | cold aquatic or underground |
Challenge Rating | 19 |
Organization | solitary or tide (2-6) |
Treasure | standard |
Alignment | CN |
Version | PRPG-O |
Sources | Pathfinder RPG (Open) |
ShoggothThis immense mound of black slime thunders forward, eyes and mouths and even stranger things forming in its heaving bulk.Shoggoth CR 19 XP 204,800CN Huge ooze (aquatic)Init +11; Senses all-around vision, darkvision 120 ft., low-light vision, scent, tremorsense 60 ft.; Perception +33DEFENSEAC 33, touch 15, flat-footed 26 (+7 Dex, +18 natural, -2 size)hp 333 (23d8+230)Fort +19, Ref +14, Will +15DR 10/-; Immune blindness, charm effects, cold, deafness, ooze traits, sonic; Resist acid 20, electricity 20, fire 20; SR 30OFFENSESpd 50 ft., climb 30 ft., swim 50 ft.Melee 4 slams +30 (3d6+15/19-20 plus grab)Space 15 ft.; Reach 30 ft.Special Attacks constrict (3d6+15), maddening cacophony, engulf (4d6+22 bludgeoning damage plus 8d6 acid damage, AC 19, hp 33), trample (4d8+15, DC 36)STATISTICSStr 40, Dex 24, Con 31, Int 5, Wis 22, Cha 13Base Atk +17; CMB +34 (+39 grapple); CMD 51 (cannot be tripped)Feats Blind-Fight, Cleave, Combat Reflexes, Critical Focus, Great Cleave, Great Fortitude, Improved Critical (slam), Improved Initiative, Improved Sunder, Iron Will, Power Attack, Stunning CriticalSkills Climb +23, Perception +33, Swim +23; Racial Modifiers +4 PerceptionLanguages AkloSQ amphibiousECOLOGYEnvironment cold aquatic or undergroundOrganization solitary or tide (2-6)Treasure standardSPECIAL ABILITIESAll-Around Vision (Ex) A shoggoth's many sense organs grant a +4 racial bonus on Perception and immunity to flanking.Maddening Cacophony (Su) As a free action, a shoggoth can give voice to sounds and words sane life was not meant to hear. All creatures in a 60-foot radius must make a DC 22 Will save or be confused for 1d6 rounds. Each round a creature is affected it takes 1d6 points of Wisdom damage. A creature that saves cannot be affected by this shoggoth's maddening cacophony for 24 hours. This is a sonic mind-affecting effect. The save DC is Charisma-based.Engulf (Ex) To use this ability, the shoggoth must begin its turn grappling a creature or must trample. A shoggoth may attempt to engulf as many creatures as it grapples or tramples in a round. This ability otherwise functions as swallow whole, save that a creature that cuts is way out of a shoggoth leaves no hole in the protoplasmic creature's body.Although even lunatics and doom-saying prophets desperately claim the monstrous shoggoth is nothing more than a drug-induced vision or thankfully unreal nightmare, the truth is altogether more dire. The shoggoths exist, although they keep to the deepest of ocean trenches or the most remote of forgotten caverns and ruins, emerging only rarely to spread madness and destruction in their slime-caked wakes. The first shoggoths were created in eons past, long before the first gods turned their attentions to the Material Plane. Some hold that the aboleths engineered them, while certain strange texts hint of a race even older that engineered the first shoggoths as slaves. Eventually, these dread beasts developed enough intelligence to rebel against their creators, and now they lurk, patient but potent, in the lightless deep. |
Source Copyright: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
The Book of Experimental Might. Copyright 2008, Malhavoc Press; Author: Monte J. Cook.
Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.
The Open content displayed above has been reproduced without permission from the copyright holder.
Attacks: 4 slams +30 (3d6+15/19-20 plus grab), or
feats: BLIND-FIGHT, CLEAVE, COMBAT REFLEXES, CRITICAL FOCUS, GREAT CLEAVE, GREAT FORTITUDE, IMPROVED CRITICAL (SLAM), IMPROVED INITIATIVE, IMPROVED SUNDER, IRON WILL, POWER ATTACK, STUNNING CRITICAL, ,