Library / Bestiary

Spawn of Yog-Sothoth

CR 10.00 Aberration CE Large
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.

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

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.

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>

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

Lightning Reflexes from Feat

<p class="stat-block-1"> You get a +2 bonus on all Reflex saving throws.</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 Focus from Feat

<p class="stat-block-1"> You gain a +1 bonus on all attack rolls you make using the selected weapon.</p>

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
Languages
Aklo
Source
Bestiary 4
Sources Used in This Record
6 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: Improved Initiative (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Lightning Reflexes (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 Focus (Feat)
    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.