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Shanrigol BehemothCreature 9


UncommonNGargantuanAberrationUndead
Source Pathfinder #164: Hands of the Devil
Perception +18 (darkvision, tremorsense (imprecise) 30 feet)
Languages none
Skills Athletics +20, Stealth +16
Str +7, Dex +4, Con +3, Int -4, Wis +3, Cha -5

AC 27 all-around vision; Fort +21; Reflex +18; Will +16;
HP 140 (negative healing)
Speed 30 feet (climb 20 feet, swim 20 feet)
Immunities death effects, disease, paralyzed, poison, unconscious
Weaknesses Positive 10
Resistances Piercing 10, Slashing 10

Fleshy Slap One Action +21 (+16, +11) to hit (forceful, reach 15) 2d10+11 Bludgeoning
Bone Shard One Action +18 (+14, +10) to hit (agile, range increment 30, versatile p) 1d12+11 Bludgeoning

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.

Tremorsense (Imprecise) 30 feet

Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.

All-Around Vision

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

Negative Healing

A creature with negative healing draws health from negative energy rather than positive energy. It is damaged by positive damage and is not healed by positive healing effects. It does not take negative damage, and it is healed by negative effects that heal undead.

Necrotic Decay (divine, necromancy, negative)

When the shanrigol behemoth dies, its flesh rots away and sublimates into a foul-smelling gas that fills a 5-foot emanation around the body. This gas deals 9d6 negative damage to creatures in this area as their flesh curdles and rots as well (DC 27 basic fortitude save).

Sapping Squeeze One Action

Requirements The shanrigol has a creature Grabbed


Effect The shanrigol squeezes the life essence from its target, dealing 1d10+11 bludgeoning and 1d6 Persistent Bleed Damage (DC 25 basic fortitude save).

The shanrigol regains temporary Hit Points equal to half the amount of bludgeoning damage a single target takes; these temporary Hit Points last for 1 minute.

Shred Flesh

A shanrigol behemoth's attacks brutally rend its foes. Creatures critically hit by the shanrigol's fleshy slap Strike take an additional 2d6 Persistent Bleed Damage and are Enfeebled 1 for as long as they are bleeding.

Undulating Step Two Actions

The shanrigol separates its flesh from its bones to fit through small spaces. It Strides, ignoring difficult terrain and fitting through tight spaces as though it were a Tiny creature.

It can't use any actions other than Undulating Step until it occupies an area large enough for its normal form.

Web Trap

A creature hit by the shanrigol behemoth's web attack is Immobilized and stuck to the nearest surface until it can Escape (DC 25).

Grab One Action

Requirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.


Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.


Shanrigols that grow with the additions of many living victims can become truly enormous in size and pose a greater danger in their expanding hunting territories. Subterranean communities have collapsed entire tunnels to prevent the creatures from reaching their settlements.

Many shanrigol behemoths absorb enough brain matter to form crude intelligences and take a serpentine or humanoid shape. They're more varied in their abilities than shanrigol heaps, as they often gain abilities from their constituent creatures. The shanrigol behemoth presented below contains flesh from driders and urdefhans, giving it a web attack and necrotic decay ability. Not all shanrigol behemoths have these two abilities, but should have other abilities to replace them.


Fleshwarpers, regardless of their origin or training, create a shocking amount of waste. When the discarded remnants of aberrant flesh are heaped together with an accidental mixture of alchemical compounds or odious energy, the mass can quicken and regain life. Without the guidance of a fleshwarper, these aberrant body parts form into a shanrigol, a mess of bone, muscle, and sinew.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.