Shoggoth
Creature 18 (rare) — aberration, amphibious
AnvilSnareLANDAQUATICVERTICALaberrationacid
Although even raving fanatics and doom-saying prophets desperately claim the monstrous shoggoth is nothing more than a drug-induced vision or a thankfully unreal nightmare, the truth is altogether more dire. Shoggoths exist, yet they tend keep to the deepest of ocean trenches or the most remote of caverns and ruins, emerging to spread chaos and destruction in their slimy wakes. The first shoggoths were created by an alien species to serve as mindless beasts of burden. Their vast bulk, incredibl
Source: pathfinder-monster-core-2
Perception +34; darkvision, scent (imprecise) 60 feet, tremorsense (imprecise) 60 feet
Languages aklo
Skills athletics +36, intimidation +29
Str
+10
Dex
+6
Con
+9
Int
-3
Wis
+6
Cha
+1
AC 39 (all-around vision)
Fort +33
Ref +30
Will +30
+1 status to all saves vs. magic
HP 275 (fast healing 20)
Immunities blinded, controlled, critical-hits, deafened, precision, sleep
Resistances acid 20, cold 20, sonic 20
Speed 40 feet, climb 25 feet, swim 50 feet
Offense
Melee Pseudopod (magical, reach-30, unarmed) +35, Damage 4d10+18 bludgeoning plus Grab
Abilities
Tremorsense (Imprecise) 60 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.
+1 Status to All Saves vs. Magic —
Fast Healing 20 — A monster with this ability regains the given number of Hit Points each round at the beginning of its turn.
Maddening Cacophony (auditory, aura, incapacitation, mental) — 60 feet. A shoggoth constantly voices syllables and mutterings that mortals were not meant to hear. A creature entering the aura or starting its turn in the aura must succeed at a DC 38 Will save or become Confused for 1 round (2d4 rounds on a critical failure). A creature that successfully saves is temporarily immune for 24 hours.
Constrict — 2d10+15 bludgeoning, DC 40 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.
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.
Eat Away — A creature that begins its turn inside the shoggoth takes 9d6 acid damage.
Engulf — DC 40 Reflex, 6d6 acid damage, Escape, Rupture 40
The monster Strides up to double its Speed and can move through the spaces of any creatures in its path. Any creature of the monster's size or smaller whose space the monster moves through can attempt a Reflex save with the listed DC to avoid being engulfed. A creature unable to act automatically critically fails this save. If a creature succeeds at its save, it can choose to be either pushed aside (out of the monster's path) or pushed in front of the monster to the end of the monster's movement. The monster can attempt to Engulf the same creature only once in a single use of Engulf. The monster can contain as many creatures as can fit in its space.
A creature that fails its save is pulled into the monster's body. It is Grabbed, is Slowed 1, and has to hold its breath or start suffocating. The creature takes the listed amount of damage when first engulfed and at the end of each of its turns while it's engulfed. An engulfed creature can get free by Escaping against the listed escape DC. An engulfed creature can attack the monster engulfing it, but only with unarmed attacks or with weapons of light Bulk or less. The engulfing creature is Off-Guard against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the engulfed creature cuts itself free.
Effect: Engulf and Swallow Whole
A creature that gets free by either method can immediately breathe and exits the swallowing monster's space.
If the monster dies, all creatures it has engulfed are automatically released as the monster's form loses cohesion.
The monster Strides up to double its Speed and can move through the spaces of any creatures in its path. Any creature of the monster's size or smaller whose space the monster moves through can attempt a Reflex save with the listed DC to avoid being engulfed. A creature unable to act automatically critically fails this save. If a creature succeeds at its save, it can choose to be either pushed aside (out of the monster's path) or pushed in front of the monster to the end of the monster's movement. The monster can attempt to Engulf the same creature only once in a single use of Engulf. The monster can contain as many creatures as can fit in its space.
A creature that fails its save is pulled into the monster's body. It is Grabbed, is Slowed 1, and has to hold its breath or start suffocating. The creature takes the listed amount of damage when first engulfed and at the end of each of its turns while it's engulfed. An engulfed creature can get free by Escaping against the listed escape DC. An engulfed creature can attack the monster engulfing it, but only with unarmed attacks or with weapons of light Bulk or less. The engulfing creature is Off-Guard against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the engulfed creature cuts itself free.
Effect: Engulf and Swallow Whole
A creature that gets free by either method can immediately breathe and exits the swallowing monster's space.
If the monster dies, all creatures it has engulfed are automatically released as the monster's form loses cohesion.
Grab —
WORKS WELL WITH
SniperLAND / AQUATIC / VERTICALA ranged attacker can keep pressuring a foe that flees Engulf without risking the acid and Will-save aura.
WeaverLAND / AQUATIC / VERTICALA caster adding Will-save debuffs compounds pressure from the maddening aura on the same target.
FlankerLAND / AQUATIC / VERTICALA mobile striker finishes off foes already worn down by Constrict and ongoing acid damage.
PUNISHES
✖ clumping✖ low Will saves✖ prolonged melee engagement
Avoid pairing with another giant grappler; both compete for the same target and the same open space.
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Shoggoth in the encounter builder — free, no install.
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