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Qlippoth, Shoggti

CR 7.00 Outsider CE Large HD 7
This pale creature has four suckered arms that end in pincers. A gnashing maw gapes in its head between two staring eyes.

The shoggti are masters of mind manipulation, capable of seizing control of the thoughts of others and charming them into docile allies. They invade other realms in slaver bands, seeking out creatures to capture alive and return to the Abyss as charmed slaves—the fates of these poor souls is unknown, but likely has something to do with the qlippoth drive to reclaim the Abyss as their own.

Although a shoggti lacks proper hands, it is capable of performing incredibly dextrous manipulations with the pincers at the tips of its tentacles. It cannot wield weapons in these pincers, but it can utilize magic items like wands, rods, staves, and the like. Shoggti are fond of wands in particular, particularly those that create mind-affecting effects that are easy to inflict on victims of their braincloud ability.

A shoggti's body is an egg-shaped mass about 8 feet long—its tentacles are about 8 feet long as well. The whole creature weighs 900 pounds.

HP
80 (7d10+42)
AC
21, touch 12, flat-footed 18 (+3 Dex, +9 natural, -1 size)
Init
+7
Speed
30 ft.
Fort
+11
Ref
+5
Will
+9
BAB
+7
CMB
+14 (+18 grapple)
CMD
27 (31 vs. trip)
Melee
bite +12 (1d8+6), 4 tentacles +8 (1d4+3 plus grab)
Space
10 ft.
Reach
10 ft.
DR
10/cold iron or lawful
Defensive Abilities
uncanny dodge
Racial Modifiers
+4 Intimidate, +4 Perception, +4 Use Magic Device
str
22
+6
dex
16
+3
con
23
+6
int
12
+1
wis
19
+4
cha
15
+2

Weapons: Martial, Simple

Braincloud — Once per round, in place of a melee attack with a tentacle, a shoggti can make a melee touch attack with the pincer on the end of that tentacle. If it hits, the target takes 1d4 points of Wisdom damage. Shoggti use this ability to mentally debilitate their victims so they can more easily use their charm spell-like abilities against them.

Horrific Appearance — Creatures that succumb to a shoggti's horrific appearance become fascinated by the creature's hypnotically wriggling tentacles and the strange, shimmering colors in its eyes. This effect persists for 1d6 rounds (but can be ended by the normal methods of defeating the fascinated condition).

constrict (1d4+6)

Universal Monster Rules

Grab
Grab (tentacles) Ex from Universal Monster Rule
If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. The creature has the option to conduct the grapple normally, or simply to use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its combat maneuver check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature's descriptive text). Creatures with grab receive a +4 bonus on combat maneuver checks made to start and maintain a grapple. Unless otherwise noted, grab works only against opponents no larger than the same size category as the creature. If the creature can use grab on sizes other than the default, this is noted in the creature's Special Attacks line.
Constrict (1d4+6) Ex from Universal Monster Rule
A creature with this special attack can crush an opponent, dealing bludgeoning damage, when it makes a successful grapple check (in addition to any other effects caused by a successful check, including additional damage). The amount of damage is given in the creature's entry and is typically equal to the amount of damage caused by the creature's melee attack.

Special Abilities

Braincloud from text
Once per round, in place of a melee attack with a tentacle, a shoggti can make a melee touch attack with the pincer on the end of that tentacle. If it hits, the target takes 1d4 points of Wisdom damage. Shoggti use this ability to mentally debilitate their victims so they can more easily use their charm spell-like abilities against them.
Horrific Appearance from text
Creatures that succumb to a shoggti's horrific appearance become fascinated by the creature's hypnotically wriggling tentacles and the strange, shimmering colors in its eyes. This effect persists for 1d6 rounds (but can be ended by the normal methods of defeating the fascinated condition).
Uncanny Dodge from text

Feats, Traits & Items

Combat Reflexes from Feat

You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

You get a +4 bonus on initiative checks.

Calculated: +4 Initiative
Skill Focus (Use Magic Device) from Feat

You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.

Calculated: +3 Skill Bonus
Weapon Focus (tentacles) from Feat

You gain a +1 bonus on all attack rolls you make using the selected weapon.

Calculated: +1 Attack Bonus

Escape Artist +13, Intimidate +16, Knowledge (planes) +11, Perception +18, Sense Motive +14, Stealth +9, Use Magic Device +19

spell-like abilities:
Constant—Tongues (DC 15), At will—Command (DC 13), 3/day—Charm Person (DC 13), 3/day—Protection From Law, 1/day—Charm Monster, 1/day—Dimension Door
Details
Type
Outsider
Alignment
CE
Size
Large
Environment
any (the Abyss)
Organization
solitary, pair, or slaver band (3-10 plus 6-12 slaves of various races)
Treasure
standard
Senses
darkvision 60 ft.; Perception +18
Languages
Abyssal; telepathy 100 ft.
Source
Bestiary 2
Source

Bestiary 2

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
10 House/Core
  • Uses feat: Combat Reflexes (Feat) — core content under OGL 1.0a
  • Uses feat: Improved Initiative (Feat) — core content under OGL 1.0a
  • Uses feat: Skill Focus (Feat) — core content under OGL 1.0a
  • Uses feat: Weapon Focus (Feat) — core content under OGL 1.0a
  • Knows spell: Tongues (Spell) — core content under OGL 1.0a
  • Knows spell: Command (Spell) — core content under OGL 1.0a
  • Knows spell: Charm Person (Spell) — core content under OGL 1.0a
  • Knows spell: Protection From Law (Spell) — core content under OGL 1.0a
  • Knows spell: Charm Monster (Spell) — core content under OGL 1.0a
  • Knows spell: Dimension Door (Spell) — core content under OGL 1.0a
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