Library / Bestiary

Spawn of Yog-Sothoth

CR 10.00 Aberration CE Large HD 14
The shape of this creature gives the impression of a squirming mass accompanied by an indescribable monstrous stench.

The spawn of Yog-Sothoth are begotten upon the world as the results of vile rituals in which cultists call down the essence of Yog-Sothoth, an Outer God from beyond the stars (see page 135) to impregnate a humanoid creature. The Outer God is not of this dimension or world; only by incorporating flesh and bone of a mortal can its spawn exist. Upon death, a spawn's flesh rapidly melts until nothing remains but a crusty stain. Although the spawn of Yog-Sothoth are naturally invisible, they exude a hideous, unforgettable stench that alerts others to their presence.

Ancient legend holds that the spawn of Yog-Sothoth are inflicted upon a world to clear it of all sane life and to prepare the way for the return of the Great Old Ones. But it's just as likely that the carnage and mayhem it brings upon the world is due to its ravenous and constant hunger for blood as any agenda from masters beyond the stars.

A spawn of Yog-Sothoth grows quickly to Large size, but if it continues to feed, it also continues to grow, albeit at a lesser rate. A truly ancient spawn of Yog-Sothoth can be the size of a barn or even a small hill.

Not all spawn of Yog-Sothoth are massive or inhuman. Some (often twins to their more monstrous kin) remain roughly humanoid in shape and size, although their deformities still require them to wear disguises or layers of baggy clothing if they want to walk unchallenged in civilized regions. These sinister creatures have a wide range of strange and unusual abilities and appearances, and are usually spellcasters—typically oracles with the dark tapestry mystery (Pathfinder RPG Ultimate Magic 54) or sorcerers with the aberrant bloodline.

HP
133 (14d8+70)
AC
24, touch 11, flat-footed 22 (+2 Dex, +13 natural, –1 size)
Init
+6
Speed
30 ft., climb 30 ft.
Fort
+9
Ref
+8
Will
+12
BAB
+10
CMB
+19
CMD
30 (38 vs. trip)
Melee
bite +17 (1d8+8/19–20/×3), 4 tentacles +16 (1d6+4 plus grab)
Space
10 ft.
Reach
10 ft.
DR
10/magic
SR
21
Defensive Abilities
tenuous natural invisibility
Aura
stench (30 ft., DC 22, 10 rounds)
str
26
+8
dex
15
+2
con
21
+5
int
17
+3
wis
17
+3
cha
20
+5

blood drain (1d4 Con)

Devastation — As a full-round action, the spawn can assault a structure, dealing 4d6+16 points of damage to the structure in that round.

Universal Monster Rules

Blood Drain (1d4 Con) Ex from Universal Monster Rule
The creature drains blood at the end of its turn if it grapples a foe, inflicting Constitution damage.
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.

Special Abilities

Devastation from text
As a full-round action, the spawn can assault a structure, dealing 4d6+16 points of damage to the structure in that round.
Tenuous Natural Invisibility 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.

Improved Critical (bite) from Feat

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

You get a +4 bonus on initiative checks.

Calculated: +4 Initiative
Lightning Reflexes from Feat

You get a +2 bonus on all Reflex saving throws.

Calculated: +2 Ref
Multiattack from Feat

The creature's secondary attacks with natural weapons take only a –2 penalty.

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 Focus (tentacle) from Feat

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

Calculated: +1 Attack Bonus

Climb +33, Escape Artist +19, Intimidate +22, Knowledge (arcana) +20, Perception +20, Spellcraft +20, Stealth +15

Details
Type
Aberration
Alignment
CE
Size
Large
Environment
temperate hills
Organization
solitary
Treasure
standard
Senses
blindsight 30 ft., darkvision 60 ft.; Perception +20
Aura
stench (30 ft., DC 22, 10 rounds)
Languages
Aklo
Source
Bestiary 4
Source

Bestiary 4

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
6 House/Core 1 Recognized publisher
View references and cross-links for Spawn of Yog-Sothoth

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