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ShoggtiCreature 7


UncommonCELargeAmphibiousFiendQlippoth
Source Pathfinder Bestiary 2
Perception +13 (darkvision)
Languages Abyssal, Telepathy 100 Feet
Skills Acrobatics +17, Intimidation +17, Occultism +15, Stealth +15
Str +6, Dex +4, Con +2, Int +4, Wis +2, Cha +6

AC 25; Fort +16; Reflex +12; Will +14;
HP 105
Speed 25 feet (swim 25 feet)
Immunities controlled, fear effects
Weaknesses Lawful 5
Resistances Mental 5, Physical 5

Bite One Action +18 (+13, +8) to hit (chaotic, magical, reach 10) 1d6 Chaotic + 2d12+8 Piercing
Pincer One Action +18 (+14, +10) to hit (agile, chaotic, magical, reach 10, versatile b) 1d6 Chaotic + 2d8+8 Slashing

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.

Telepathy (aura, divination, magical)

A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.

Braincloud One Action (attack, enchantment, mental, occult, open)

The shoggti caresses a creature with a tentacle and supernaturally erodes the creature's capability for thought as it does so. The target must succeed at a DC 25 will save or become Stupefied 2, with an unlimited duration. The target can attempt the save to remove the stupefied condition again once per day when it makes its daily preparations.

Constrict One Action

1d10+8 bludgeoning damage, DC 25 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.

Fascinating Display Two Actions (concentrate, emotion, enchantment, fear, mental, occult, visual)

The shoggti writhes its tentacles and shifts its coloration to put on an unnaturally fascinating hypnotic display. Creatures in a 30-foot emanation must attempt a DC 25 will save, after which they are temporarily immune to further Fascinating Displays for 1 minute.


Critical Success The creature is unaffected.

Success The creature is Sickened 1.

Failure The creature is Fascinated for 1 minute. Once the fascination effect ends, the creature is Sickened 1.

Critical Failure The creature is fascinated for 1 minute, can't use reactions while fascinated, and is Sickened 2 once the fascination ends.

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.


Occult Innate Spells (DC 23, +13 to hit)

Cantrips (4th Level): Daze, Detect Magic
2nd Level: Paranoia
4th Level: Charm, Dimension Door


Shoggti travel to other planes in roving bands to capture and charm victims, bringing them back to the Abyss where they are enslaved for unknown-but no doubt insidiously evil-purposes. These squid-like qlippoth have slick, blue skin and four suckered tentacles that end in dexterous pincers. In addition to a lamprey-like mouth at the base of its body, each has a secondary maw in the middle of its forehead that stretches from between its two bulging eyes to the back of its head.


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.

Amphibious

An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual -2 penalty for being underwater.