Shanrigol BehemothCreature 9
Source Pathfinder #164: Hands of the Devil
Perception +18 (darkvision, tremorsense (imprecise) 30 feet)
Languages none
Skills Athletics +20, Stealth +16
Str +7, Dex +4, Con +3, Int -4, Wis +3, Cha -5
AC 27 all-around vision; Fort +21; Reflex +18; Will +16;
HP 140 (void healing)
Speed 30 feet (climb 20 feet, swim 20 feet)
Immunities bleed, death effects, disease, paralyzed, poison, unconscious
Weaknesses Vitality 10
Resistances Piercing 10, Slashing 10
Fleshy Slap
+21 (+16, +11) to hit (forceful, reach 15) 2d10+11 BludgeoningBone Shard
+18 (+14, +10) to hit (agile, versatile p) 1d12+11 BludgeoningTremorsense (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 VisionThis 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 HealingA 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
Requirements The shanrigol has a creature Grabbed
Effect The shanrigol squeezes the life essence from its target, dealing (1d10+11)[bludgeoning],1d6 bleed1d10+11 bludgeoning and 1d6 persistent bleed damage (DC 25 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 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 TrapA creature hit by the shanrigol behemoth's web attack is Immobilized and stuck to the nearest surface until it can [/act escape dc=25].
Grab
Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained
Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.
The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.
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 constituent creatures. The shanrigol behemoth presented below contains flesh from driders and urdefhans, giving it a web attack and necrotic decay ability. Not all shanrigol behemoths have these two abilities, but should have other abilities to replace them.
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
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.
AberrationAberrations are creatures from beyond the planes or corruptions of the natural order.
UndeadOnce living, these creatures were infused after death with void energy and soul-corrupting unholy magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by vitality energy and are healed by void energy, and don't benefit from healing vitality effects.