Library / Bestiary

Qlippoth, Shoggti

CR 7.00 Outsider CE Large
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.

STR
22
DEX
16
CON
23
INT
12
WIS
19
CHA
15
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)

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>

<p class="stat-block-1"> You get a +4 bonus on initiative checks.</p>

Skill Focus from Feat

<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>

Weapon Focus from Feat

<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

spell-like abilities:
Constant—Tongues, At will—Command, 3/day—Charm Person, 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
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 Initiative (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Skill Focus (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Weapon Focus (Feat)
    House/Core — covered by the site's Section 15.
  • Knows spell: Tongues (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Command (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Charm Person (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: Charm Monster (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.