Shanrigol HeapCreature 4
Source Pathfinder #164: Hands of the Devil
Perception +9 (darkvision, tremorsense (imprecise) 30 feet)
Languages none
Skills Athletics +12, Stealth +10
Str +5, Dex +2, Con +3, Int -4, Wis +1, Cha -5
AC 20 all-around vision; Fort +14; Reflex +11; Will +9;
HP 55 (negative healing)
Speed 20 feet (climb 20 feet, swim 20 feet)
Immunities death effects, disease, paralyzed, poison, unconscious
Weaknesses Positive 5
Resistances Piercing 5, Slashing 5
Fleshy Slap +14 (+9, +4) to hit (forceful) 2d6+8 Bludgeoning
Bone Shard +11 (+7, +3) to hit (agile, range increment 20, versatile p) 1d8+8 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 feetTremorsense 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 VisionThis monster can see in all directions simultaneously, and therefore can't be flanked.
Negative HealingA 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.
Sapping SqueezeRequirements The shanrigol has a creature grabbed
Effect The shanrigol squeezes the life essence from its target, dealing 1d6+5 bludgeoning and 1d4 Persistent Bleed Damage (DC 18 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 FleshA shanrigol rips flesh away from targets in great chunks. Creatures critically hit by the shanrigol's fleshy slap Strike take an additional 1d6 Persistent Bleed Damage and are Enfeebled 1 for as long as they are bleeding.
Undulating StepThe 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 until it occupies an area large enough for its normal form.
GrabRequirements 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.
The most basic and common type of shanrigol is called, based on its general shape, a shanrigol heap. These amalgamations of warped flesh and shattered bone establish hunting grounds by accident rather than design, remaining where prey has been plentiful in the past so they can grow larger and larger as they add to their jumbled forms. Only rare fleshwarpers create these abominations willingly, as they ignore all commands and containment to seek out prey.
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
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.