Library / Bestiary

Qlippoth, Nyogoth

CR 10.00 Outsider CE Medium
This appears to be a mass of floating intestines tangled around a fanged mouth—the tips of its coils also end in toothy maws.

The nyogoth's role on the Abyss is that of a scavenger. Essentially mobile clumps of buoyant intestines, these writhing creatures squirt through the air in convulsive movements like an octopus gliding through water, and are constantly on the search for anything smaller than one of their many mouths (either the relatively small ones that pinch and gasp at the tips of their intestinal limbs or the larger gaping one at their cores). They can subsist on the waste and filth left behind by other denizens of the Abyss, but particularly enjoy feeding on still-living creatures.

Despite their seemingly lowly role in Abyssal ecosystems, the nyogoths are far from stupid beasts. Most are nearly as intelligent as the average human, and are capable of solving relatively complex problems when it comes to securing the next meal. As outsiders, nyogoths do not need to eat to survive, yet this does not exempt them from hunger—a nyogoth that goes for longer than 12 hours without a meal becomes increasingly violent and erratic. Such a “starving” nyogoth typically fights to the death when the prospect of food is available, and may even resort to self-cannibalism, drinking its own spurting digestive juices from its wounds in a nauseating display.

A typical nyogoth is 5 feet in diameter and weighs 260 pounds, although they are known to grow much larger.

STR
16
DEX
21
CON
24
INT
9
WIS
19
CHA
16
HP
125 (10d10+70)
AC
24, touch 15, flat-footed 19 (+5 Dex, +9 natural)
Speed
5 ft., fly 30 ft. (good)
Init
+5
Melee
4 bites +15 (1d6+3/19-20 plus 1d4 acid), bite +15 (2d6+3/19-20 plus 1d4 acid)
BAB
+10
CMB
+13
CMD
28 (can't be tripped)
Fort
+14
Ref
+12
Will
+7
DR
10/lawful
Defensive Abilities
acid spray

Weapons: Martial, Simple

Horrific Appearance — Creatures that succumb to a nyogoth's horrific appearance become nauseated for 1d8 rounds.

Combat Reflexes from Feat

<p class="stat-block-1"> 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.</p>

Improved Critical from Feat

<p class="stat-block-1"> When using the weapon you selected, your threat range is doubled.</p>

Power Attack from Feat

<p class="stat-block-1"> You can choose to take a &ndash;1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (&ndash;50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by &ndash;1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.</p>

Vital Strike from Feat

<p class="stat-block-1"> When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as <i>flaming</i>), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.</p>

Weapon Finesse from Feat

<p class="stat-block-1"> With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.</p>

Fly +22, Intimidate +16, Knowledge (planes) +12, Perception +17, Stealth +18

spell-like abilities:
At will—Acid Arrow, 7/day—Fear, 7/day—Protection From Law, 1/day—Acid Fog, 1/day—Dimension Door
Details
Type
Outsider
Alignment
CE
Size
Medium
Environment
any (the Abyss)
Organization
solitary or brood (2-8)
Treasure
standard
Senses
darkvision 60 ft.; Perception +17
Languages
Abyssal; telepathy 100 ft.
Source
Bestiary 2
Sources Used in This Record
10 House/Core
  • Uses feat: Combat Reflexes (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Improved Critical (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Power Attack (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Vital Strike (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Weapon Finesse (Feat)
    House/Core — covered by the site's Section 15.
  • Knows spell: Acid Arrow (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Fear (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Protection From Law (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Acid Fog (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Dimension Door (Spell)
    House/Core — covered by the site's Section 15.
OGL 1.0a Notice. Pathfinder-derived Open Game Content on this page is used under the Open Game License v1.0a and Section 15 notice.