Library / Bestiary

Qlippoth, Nyogoth

CR 10.00 Outsider CE Medium HD 10
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.

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

Weapons: Martial, Simple

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

Universal Monster Rules

Flight Ex from Universal Monster Rule
A creature with this ability can cease or resume flight as a free action. If the creature has wings, flight is an extraordinary ability. Otherwise, it is spell-like or supernatural, and it is ineffective in an antimagic field; the creature loses its ability to fly for as long as the antimagic effect persists.

Special Abilities

Acid Spray from text
Horrific Appearance from text
Creatures that succumb to a nyogoth's horrific appearance become nauseated for 1d8 rounds.

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.

Improved Critical (bite) from Feat

When using the weapon you selected, your threat range is doubled.

Power Attack from Feat

You can choose to take a –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 (–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 –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.

Vital Strike from Feat

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 flaming), 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.

Weapon Finesse from Feat

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.

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

spell-like abilities:
At will—Acid Arrow, 7/day—Fear (DC 17), 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
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 Critical (Feat) — core content under OGL 1.0a
  • Uses feat: Power Attack (Feat) — core content under OGL 1.0a
  • Uses feat: Vital Strike (Feat) — core content under OGL 1.0a
  • Uses feat: Weapon Finesse (Feat) — core content under OGL 1.0a
  • Knows spell: Acid Arrow (Spell) — core content under OGL 1.0a
  • Knows spell: Fear (Spell) — core content under OGL 1.0a
  • Knows spell: Protection From Law (Spell) — core content under OGL 1.0a
  • Knows spell: Acid Fog (Spell) — core content under OGL 1.0a
  • Knows spell: Dimension Door (Spell) — core content under OGL 1.0a
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