Qlippoth, Shoggti
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)
- Speed
- 30 ft.
- Init
- +7
- Melee
- bite +12 (1d8+6), 4 tentacles +8 (1d4+3 plus grab)
- Space
- 10 ft.
- Reach
- 10 ft.
- BAB
- +7
- CMB
- +14 (+18 grapple)
- CMD
- 27 (31 vs. trip)
- Fort
- +11
- Ref
- +5
- Will
- +9
- DR
- 10/cold iron or lawful
- Defensive Abilities
- uncanny dodge
- Racial Modifiers
- +4 Intimidate, +4 Perception, +4 Use Magic Device
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)
<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>
<p class="stat-block-1"> You get a +4 bonus on initiative checks.</p>
<p class="stat-block-1"> 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.</p>
<p class="stat-block-1"> You gain a +1 bonus on all attack rolls you make using the selected weapon.</p>
Escape Artist +13, Intimidate +16, Knowledge (planes) +11, Perception +18, Sense Motive +14, Stealth +9, Use Magic Device +19
- 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
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Uses feat: Combat Reflexes (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Improved Initiative (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Skill Focus (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Weapon Focus (Feat)House/Core — covered by the site's Section 15.
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Knows spell: Tongues (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Command (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Charm Person (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Protection From Law (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Charm Monster (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Dimension Door (Spell)House/Core — covered by the site's Section 15.
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