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Shanrigol Behemoth

Creature 9 (uncommon) — aberration, undead

Pre-Remaster content. May include legacy alignment.

AnvilSnareLANDVERTICALAQUATICaberrationundeadvoid

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 c

Source: abomination-vaults-bestiary (Pre-Remaster)

Perception +18; darkvision, tremorsense (imprecise) 30 feet
Skills athletics +20, stealth +16
Str
+7
Dex
+4
Con
+3
Int
-4
Wis
+3
Cha
-5
AC 27 (all-around vision) Fort +21 Ref +18 Will +16
HP 140 (void healing)
Immunities bleed, death-effects, disease, paralyzed, poison, unconscious
Resistances piercing 10, slashing 10
Weaknesses vitality 10
Speed 30 feet, climb 20 feet, swim 20 feet

Offense

Melee Fleshy Slap (forceful, reach-15) +21, Damage 2d10+11 bludgeoning plus Grab
Ranged Bone Shard (agile, versatile-p) +18, range increment 30 feet, Damage 1d12+11 bludgeoning
Ranged Web +18, range increment 30 feet, Damage 1d4 bludgeoning plus Web Trap

Abilities

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.
Necrotic Decay (divine, void) — 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 void damage to creatures in this area as their flesh curdles and rots as well (DC 27 Fortitude save).
Void Healing — A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.
Sapping Squeeze — 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 bleed and are Enfeebled 1 for as long as they are bleeding.
Undulating Step — 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.
Grab

WORKS WELL WITH

SniperLANDA ranged attacker can pick off a target immobilized by the web while staying outside the reach of this creature's melee Strike.
WeaverLANDA spellcaster adds save-based pressure while this creature's all-around vision denies the party's usual flanking tactics.
FlankerAQUATIC / VERTICALA striker that can also swim or climb keeps pace with this creature's mobility to finish off whatever it has grabbed.

PUNISHES

✖ flanking reliance✖ melee reliance✖ clumping
Avoid stacking with another grappling controller; only one target can be held by the web or Grab at a time.
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder #164: Hands of the Devil.

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