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ShoggtiCreature 7


UncommonLargeAmphibiousChaoticEvilFiendQlippothUnholy
Source Pathfinder Bestiary 2
Perception +13 (darkvision)
Languages Chthonian, Telepathy 100 Feet
Skills Acrobatics +17, Intimidation +17, Occultism +15, Stealth +15
Str +6, Dex +4, Con +2, Int +4, Wis +2, Cha +6

AC 25; Fort +16; Reflex +12; Will +14;
HP 105
Speed 25 feet (swim 25 feet)
Immunities controlled, fear effects
Resistances Mental 5, Physical 5

Bite One Action +18 (+13, +8) to hit (chaotic, magical, reach 10, unholy) 2d12+8 Piercing
Pincer One Action +18 (+14, +10) to hit (agile, chaotic, magical, reach 10, unholy, versatile b) 2d8+8 Slashing

Telepathy 100 feet (aura, magical)

A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.

Braincloud One Action (attack, mental, occult)

The shoggti caresses a creature with a tentacle and supernaturally erodes the creature's capability for thought as it does so. The target must succeed at a DC 25 will save or become Stupefied 2, with an unlimited duration. The target can attempt the save to remove the stupefied condition again once per day when it makes its daily preparations.

Constrict One Action

(1d10+8) bludgeoning damage, DC 25 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.

Fascinating Display Two Actions (concentrate, emotion, fear, mental, occult, visual)

The shoggti writhes its tentacles and shifts its coloration to put on an unnaturally fascinating hypnotic display. Creatures in a 30-foot emanation must attempt a DC 25 will save, after which they are temporarily immune to further Fascinating Displays for 1 minute.


Critical Success The creature is unaffected.

Success The creature is Sickened 1.

Failure The creature is Fascinated for 1 minute. Once the fascination effect ends, the creature is Sickened 1.

Critical Failure The creature is fascinated for 1 minute, can't use reactions while fascinated, and is Sickened 2 once the fascination ends.

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.


Occult Innate Spells (DC 23, +13 to hit)

Cantrips (4th Level): Daze, Detect Magic
2nd Level: Paranoia
4th Level: Charm, Dimension Door


Shoggti travel to other planes in roving bands to capture and charm victims, bringing them back to the Abyss where they are enslaved for unknown-but no doubt insidiously evil-purposes. These squid-like qlippoth have slick, blue skin and four suckered tentacles that end in dexterous pincers. In addition to a lamprey-like mouth at the base of its body, each has a secondary maw in the middle of its forehead that stretches from between its two bulging eyes to the back of its head.


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.

Amphibious

An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual –2 penalty for being underwater.

Fiend

Creatures that hail from or have a strong connection to the unholy planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.

Qlippoth

A family of fiends hailing from the Outer Rifts, most qlippoth are unholy. Their appearance affects the minds of non-qlippoth that view them.

Unholy

Effects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.