🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Shanrigol MoundCreature 6


UncommonMediumAberrationUndead
Source Pathfinder Society Scenario #3-14: The Tomb Between Worlds
Perception +12 (darkvision, tremorsense (imprecise) 30 feet)
Languages none
Skills Athletics +15, Stealth +13
Str +6, Dex +2, Con +4, Int -4, Wis +2, Cha -5

AC 23 all-around vision; Fort +16; Reflex +14; Will +12;
HP 85 (void healing)
Speed 20 feet (climb 20 feet, swim 20 feet)
Immunities bleed, death effects, disease, paralyzed, poison, unconscious
Weaknesses Vitality 5
Resistances Piercing 5, Slashing 5

Fleshy Slap One Action +17 (+12, +7) to hit (forceful) 2d6+11 Bludgeoning
Bone Shard One Action +14 (+10, +6) to hit (agile, versatile p) 1d8+11 Bludgeoning

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.

Necrotic Decay (divine, void)

When the shanrigol mound dies, its flesh rots away and sublimates into a foul-smelling gas that fills a 5-foot emanation around the body. This gas deals 4d6 void damage to creatures in this area as their flesh curdles and rots as well (DC 22 fortitude save).

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 One Action

Requirements The shanrigol has a creature Grabbed


Effect The shanrigol squeezes the life essence from its target, dealing (1d6+8)[bludgeoning],1d4 bleed1d6+8 bludgeoning and 1d4 persistent bleed damage (DC 21 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 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 Two Actions

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 One Action

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.


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 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

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.

Aberration

Aberrations are creatures from beyond the planes or corruptions of the natural order.

Undead

Once 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.