🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

GogitethCreature 12


CELargeAberration
Source Pathfinder Bestiary
Perception +21 (darkvision)
Languages Undercommon, (can't Speak)
Skills Acrobatics +19, Athletics +24, Stealth +21, Survival +17
Str +6, Dex +3, Con +4, Int -2, Wis +1, Cha +0

AC 31 all-around vision; Fort +25; Reflex +22; Will +20;
HP 250
Speed 40 feet (climb 30 feet)
Resistances Poison 10

Jaws One Action +26 (+21, +16) to hit 3d10+12 Piercing
Leg One Action +26 (+22, +18) to hit (agile, reach 10) 3d6+12 Piercing

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

All-Around Vision

This monster can see in all directions simultaneously, and therefore can't be flanked.

Skittering Reposition Reaction (move)

Trigger A creature that starts its move outside the gogiteth's reach moves into its reach.


Effect The gogiteth moves 10 feet. This does not trigger reactions.

Carry Off Prey

The gogiteth can move at its full Speed while it has a creature Grabbed in its jaws, bringing the grabbed creature along.

Constrict One Action

3d6+12 bludgeoning, DC 32 basic fortitude


The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.

Skittering Assault Two Actions

The gogiteth Strides three times. Once per Stride, it can attempt a leg Strike against a creature in its reach at any point during the Stride; it must make each attack against a different creature, but it doesn't apply its multiple attack penalty until after making all its Strikes. If any of the Strikes result in a critical failure, Skittering Assault ends.

Improved Grab Free Action

The monster can use Grab as a free action triggered by a hit with its initial attack. A monster with Improved Grab still needs to spend an action to extend the duration for creatures it already has Grabbed.


A gogiteth is a slavering nightmare of teeth, eyes, and hairy spiderlike legs, and its appearance is invariably seared into the minds of any who witness it. Hives of these skittering monsters haunt the lowest reaches of the Darklands, competing with cave worms and other subterranean horrors for food and resources. A gogiteth is rarely seen alone, as these oversized vermin learned long ago that the best means of survival is sticking close to others of their own kind. Even the haughty drow know to seek cover when a gogiteth is spotted, for where there is one, a swarm is sure to follow.

Gogiteths make a clacking sound as they move about. The joints in their many legs pop and crack with each movement, though they can suppress this sound voluntarily so that they can hunt without giving away their presence. The odd creatures can also make a high-pitched whistling sound that echoes throughout the caverns where they live. Some Darklands natives report that groups of gogiteths sometimes join together in eerie, discordant songs.

Gogiteths' alien anatomies have inspired no shortage of speculative origin stories. Some believe they are the result of a fleshwarping experiment gone horribly wrong. Others think they may be related in some way to the Dominion of the Black-possibly the distant cousins or some strange exile of that alien entity; according to this mythos, once they made their way to this planet, the gogiteths crawled into the depths of the earth, shying away from the blazing sun above.

Gogiteths are a menace to every other denizen of the Darklands. Drow and duergars in gogiteth-infested regions of Sekamina or Orv frequently organize hunting parties to eradicate the terrors, even calling for temporary truces with unlikely allies in times when a gogiteth presence must be addressed. Since even an average gogiteth hive can host up to two dozen of the horrors, missions to eradicate them when they become established are dangerous quests indeed.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.