Shanrigol Heap
Creature 4 (uncommon) — aberration, undead
Pre-Remaster content. May include legacy alignment.
CrasherSnareLANDVERTICALAQUATICaberrationundead
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
Source: abomination-vaults-bestiary (Pre-Remaster)
Perception +9; darkvision, tremorsense (imprecise) 30 feet
Skills athletics +12, stealth +10
Str
+5
Dex
+2
Con
+3
Int
-4
Wis
+1
Cha
-5
AC 20 (all-around vision)
Fort +14
Ref +11
Will +9
HP 55 (void healing)
Immunities bleed, death-effects, disease, paralyzed, poison, unconscious
Resistances piercing 5, slashing 5
Weaknesses vitality 5
Speed 20 feet, climb 20 feet, swim 20 feet
Offense
Melee Fleshy Slap (forceful) +14, Damage 2d6+8 bludgeoning plus Grab
Ranged Bone Shard (agile, versatile-p) +11, range increment 20 feet, Damage 1d8+8 bludgeoning
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.
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 rips flesh away from targets in great chunks. Creatures critically hit by the shanrigol's fleshy slap Strike take an additional 1d6 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.
Grab —
WORKS WELL WITH
SniperLAND / VERTICAL / AQUATICRanged pressure from another damage type forces a split in priority while this grappler locks a target in melee.
WeaverLAND / VERTICAL / AQUATICA debuffer lowering Fortitude compounds the bleeding and enfeebled condition from a critical grab.
FlankerLAND / VERTICAL / AQUATICA mobile skirmisher exploits the Off-Guard condition on a target already held by the grab.
PUNISHES
✖ clumping✖ low Fortitude✖ melee reliance
Avoid pairing with another Crasher; the encounter's frontline pressure duplicates without added control.
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Shanrigol Heap in the encounter builder — free, no install.
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