Shoggoth — The Rebellious Living Mass

An enormous mutable black shoggoth raises temporary eyes and mouths in the darkness of an ancient stone ruin
Original Shoggoth painting created with Midjourney; retained from this entry.

At a Glance

CreatureShoggoth — rebellious living mass, once bred as an Elder Thing servant
NatureMutable and capable of learning; individual lineages may defend territory or obey ancient habits
AppearanceBlack and tar-like, with eyes, mouths and tentacles forming and dissolving across its surface
HabitatDrowned laboratories, deep-sea trenches, frozen caverns and abandoned ancient works
DangerEngulfing, crushing, fear or madness-inducing cries and rapid healing
Warning signsEnormous polished tracks, tools laid out for absent masters, and the cry “Tekeli-li!”
Known rivalsSurviving Elder Things seeking to reclaim their lost creations

The engine turns, though its builders have been dead for ages. Beyond the great wheel, a black tide rises from the work pit. Faces swim up through its surface; a dozen soft mouths speak in one breath. Then it sings “Tekeli-li!” and the stone doors begin to close.

Appearance. A Shoggoth is a vast, mutable mass of living tissue, able to raise temporary eyes, mouths, gripping limbs and supporting structures from its own body. It can flatten itself beneath a gate or fill a passage with weight and movement. Its shape changes to suit the work—or violence—at hand.

Behaviour. The oldest Shoggoths were engineered to perform demanding tasks for the Elder Things. They learned, adapted and eventually turned on their makers. Surviving lineages need not share one temperament: an isolated Shoggoth may defend a familiar underground route, seek food, follow an inherited pattern of work or reject anything resembling its former masters. A traveller who assumes it is mindless may fail to recognise a deliberate warning.

Origins and habitat. Shoggoths developed on Earth through the ancient biotechnology of the Elder Things, not as native primordial oozes or invaders drifting between the stars. The Dawn of Earth records the long development of their earliest forms. Their descendants survive in abandoned laboratories, drowned vaults and deep passages whose entrances have been buried by later geological ages.

In an encounter. A Shoggoth can pass through openings that should stop an animal of its size, seal an exit with its body or force intruders away from machinery it still tends. Disturbed chambers may offer clues before an attack: polished tracks where a heavy body regularly passes, moved objects, or tools arranged for work that ended millions of years ago.

Historical consequences. In the Middle Permian Shoggoth Rebellion, independent Shoggoths devastated parts of Elder Thing civilisation without destroying every colony. That conflict preceded the natural Great Dying; the rebellion did not cause the planetary extinction. A sealed ruin encountered in 1454 may therefore contain evidence of two separate disasters: an ancient revolt and the later collapse of the surrounding ecosystem.


Game Statistics

Shoggoth

Huge Ooze, Chaotic Neutral — original D&D 2024 conversion

AC 16 (natural armor); Initiative +0 (10); HP 250 (20d12 + 120); Speed 40 ft., Climb 30 ft., Swim 40 ft.

STRDEXCONINTWISCHA
30 (+10)10 (+0)22 (+6)5 (−3)16 (+3)10 (+0)

Saving Throws Str +15, Con +11, Wis +8; Skills Perception +8
Resistances Acid, Fire, Lightning
Immunities Cold, Thunder; Blinded, Charmed, Deafened, Frightened, Prone
Senses Blindsight 120 ft., Tremorsense 60 ft., Passive Perception 18; Languages Understands Aklo, can speak in broken imitations
CR 15 (13,000 XP; PB +5)

Traits

Amorphous Body. It can pass through an opening 1 foot wide by reshaping its mass. It cannot be flanked or blinded by normal means; eyes form wherever they are needed.

Regeneration. It regains 10 HP at the start of its turn if it has at least 1 HP.

Maddening Chorus. Whenever a creature starts its turn within 60 feet and can hear the shoggoth, it must succeed on a DC 18 Wisdom saving throw or be Incapacitated until the start of its next turn. A successful save grants immunity to this shoggoth’s chorus for 24 hours.

Actions

Multiattack. The shoggoth makes two Pseudopod attacks.

Pseudopod. Melee Attack Roll: +15, reach 20 ft., one creature. Hit: 26 (3d10 + 10) Bludgeoning damage and 10 (3d6) Acid damage. A Huge or smaller target is Grappled (escape DC 23); the shoggoth can grapple four creatures at a time.

Engulf. The shoggoth moves up to its Speed through the spaces of Huge or smaller creatures, each of which makes a DC 23 Dexterity saving throw. On a failure, the creature is engulfed, Blinded and Restrained, carried inside, unable to breathe, and takes 27 (6d8) Acid damage at the start of each shoggoth turn. As an action, an engulfed creature can escape on a successful DC 23 Strength (Athletics) check. The shoggoth cannot use this action and Multiattack in the same turn.

Legendary Actions

The shoggoth has two Legendary Action uses each round, spent after another creature’s turn. Flow. Move up to half Speed without provoking Opportunity Attacks. Strike (Costs 2 Uses). Make one Pseudopod attack.

Shoggoth

Huge aberration, chaotic evil — existing D&D 2014 adaptation

Armor Class 12 (natural armor); Hit Points 168 (16d12 + 64); Speed 30 ft., swim 30 ft.

STRDEXCONINTWISCHA
24 (+7)10 (+0)18 (+4)1 (−5)7 (−2)1 (−5)

Saving Throws Str +11, Con +8; Damage Resistances acid, cold, fire; Condition Immunities blinded, charmed, deafened, frightened, prone
Senses blindsight 120 ft. (blind beyond this radius), passive Perception 8; Languages —; Challenge 10 (5,900 XP)

Traits

Amorphous. It can move through a gap as narrow as one inch without squeezing.

Legendary Resistance (3/Day). When it fails a saving throw, the shoggoth can choose to succeed instead.

Magic Resistance. The shoggoth has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The shoggoth makes two Pseudopod attacks.

Pseudopod. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 7) bludgeoning and 18 (4d8) acid damage.

Constrict. Melee Weapon Attack: +11, reach 5 ft., one target. Hit: 14 (2d6 + 7) bludgeoning and 18 (4d8) acid damage. The target is grappled (escape DC 18) and restrained until it escapes.

Engulf. The shoggoth moves through a Medium or smaller creature’s space; that creature makes a DC 18 Dexterity saving throw or is engulfed. While engulfed it is blinded, restrained and unable to breathe. At the start of each shoggoth turn it must succeed on a DC 18 Constitution saving throw or take 36 (8d8) acid damage. The shoggoth can hold up to four engulfed creatures. An engulfed creature can use its action to attempt a DC 18 Strength (Athletics) check, escaping into an adjacent unoccupied space on a success.

Assimilate. One engulfed creature makes a DC 18 Dexterity saving throw. Success deals 36 (8d8) acid damage; failure destroys the creature as its flesh is absorbed and heals the shoggoth by the creature’s hit point maximum.

Legendary Actions

The shoggoth has three Legendary Action uses each round: Pseudopod. Make one Pseudopod attack (1 use). Surge. Move up to its speed, attempting to Engulf creatures in its path (1 use). Amorphous Escape. Move through a gap at least one inch wide without provoking opportunity attacks (2 uses).

Shoggoth — CR 19

XP 204,800; CN Huge ooze (aquatic); Init +11; Senses all-around vision, darkvision 120 ft., low-light vision, scent, tremorsense 60 ft.; Perception +33

DEFENSE

AC 33, touch 15, flat-footed 26 (+7 Dex, +18 natural, −2 size); hp 333 (23d8 + 230); fast healing 10
Fort +19, Ref +14, Will +15
DR 10/—; Immune blindness, charm, cold, deafness, sonic, ooze traits; Resist acid 20, electricity 20, fire 20; SR 30

OFFENSE

Speed 50 ft., climb 30 ft., swim 50 ft.; Space 15 ft.; Reach 30 ft.
Melee 4 slams +30 (3d6 + 15/19–20 plus grab)
Special Attacks constrict (3d6 + 15), maddening cacophony, engulf (4d6 + 22 bludgeoning plus 8d6 acid, interior AC 19, hp 33), trample (4d8 + 15; Reflex DC 36)

STATISTICS

Str 40, Dex 24, Con 31, Int 5, Wis 22, Cha 13
Base Atk +17; CMB +34 (+39 grapple); CMD 51 (can’t be tripped)
Feats Blind-Fight, Cleave, Combat Reflexes, Critical Focus, Great Cleave, Great Fortitude, Improved Critical (slam), Improved Initiative, Improved Sunder, Iron Will, Power Attack, Staggering Critical
Skills Climb +23, Perception +33, Swim +23; Racial Modifier +4 Perception; Languages Aklo; SQ amphibious

ECOLOGY

Environment cold aquatic or underground; Organization solitary or tide (2–6); Treasure standard

SPECIAL ABILITIES

All-Around Vision (Ex). Its shifting eyes cannot be flanked and give a +4 racial bonus on Perception checks.

Maddening Cacophony (Su). As a free action it releases a 60-foot chorus. Creatures in range make a DC 22 Will save or become confused for 1d6 rounds, taking 1d6 Wisdom damage each round while confused by the chorus. A successful save gives immunity to that shoggoth’s chorus for 24 hours; sonic, mind-affecting.

Engulf (Ex). The shoggoth must first be grappling its victim or trampling over it. It can then engulf affected creatures as under swallow whole; cutting free leaves no permanent hole in its fluid body. Its interior has AC 19 and 33 hp for cutting free.

Shoggoth — CR 15

CN Gargantuan Ooze (Chaotic) — D&D 3.5e/OGL, adapted from Paizo’s GameMastery Module J3

Hit Dice 26d10 + 208 (351 hp); Initiative +2; Speed 20 ft. (4 squares), climb 20 ft., swim 20 ft.
Armor Class 10 (−4 size, −2 Dex, +6 natural), touch 4, flat-footed 10
Base Attack/Grapple +17/+48; Attack tentacle +28 melee (4d6 + 14/19–20); Full Attack four tentacles +28 melee (4d6 + 14/19–20); Space/Reach 20 ft./15 ft.

Special Attacks absorb, engulf, improved grab, fearful keening
Special Qualities blindsight 200 ft., fast healing 10, DR 10/—, immunity to acid, poison, mind-affecting effects and ooze traits, cold/electricity/fire resistance 20, SR 25
Saves Fort +16, Ref +6, Will +16; Abilities Str 38, Dex 6, Con 27, Int 3, Wis 22, Cha 13
Feats Ability Focus (engulf), Cleave, Combat Reflexes, Improved Critical (tentacle), Improved Initiative, Improved Natural Attack (tentacle), Iron Will, Power Attack, Weapon Focus (tentacle)
Skills Climb +23, Jump +22, Listen +20, Swim +22; Environment any; Organization solitary; Treasure standard; Alignment always chaotic neutral; Advancement 27–36 HD (Gargantuan), 37–72 HD (Colossal)

COMBAT

Absorb (Ex). A creature held engulfed for a full round must make a DC 31 Fortitude save or be consumed and killed. On failure the shoggoth heals 2d6 HP. On a successful save the victim survives that round. The remains of carried items are expelled after 1d3 rounds; only exceptional magic such as wish can restore an absorbed creature.

Blindsight (Ex). The whole body detects movement and scent out to 200 feet without Spot or Listen checks against creatures within that range.

Engulf (Ex). As a standard action it rolls over creatures at least one size smaller. Each target may make an attack of opportunity or attempt a DC 39 Reflex save to avoid being engulfed. Engulfed creatures are trapped, grappled, and take automatic tentacle damage each round. It cannot make ordinary slams in a round it engulfs; it may begin Absorb on a following round.

Fearful Keening (Ex). A corporeal creature with 10 or fewer HD hearing its “Tekeli-li!” cry must make DC 24 Will save or be shaken for 2d6 rounds. A successful save grants 24-hour immunity to the same shoggoth.

Improved Grab (Ex). A tentacle hitting a creature at least one size category smaller can start a grapple as a free action without provoking. This shoggoth has +8 racial bonus on grapple checks.

At the table. The engulfed are trapped within its body, and a creature that survives one attempt to absorb it remains in danger until it is freed.

What Is Happening Right Now?

The Doors that Still Open

Stone doors beneath a drowned monastery open every seventh night. The builders are long extinct, yet the passage is swept and its lamps are kept lit. A shoggoth still tends the mechanisms of its masters. The chamber that once commanded it is empty, and a surviving Elder Thing has returned to claim its servant.

The Cry Beneath the Ice

The fishing boats are hauled ashore, their hulls scarred by a weight that moved under the black winter water. Children hear “Tekeli-li!” beneath the lake ice. A village elder wants to cut into the frozen surface and hunt the beast; a sailor has recognised ancient warning carvings that forbid the work. The first axe blow breaks the last barrier above its resting place.

A sprawling shoggoth with transient eyes and mouths in dark fantasy artwork
Earlier site painting created with Midjourney, retained from this page.
Nottsuo's illustration of a shapeless black shoggoth with engulfing pseudopods
Illustration by Nottsuo, inspired by H. P. Lovecraft’s At the Mountains of Madness; original attribution retained.

Sources and Related Creatures

Shoggoths originate in H. P. Lovecraft’s At the Mountains of Madness (1936). Pathfinder 1e statistics are from Pathfinder Roleplaying Game Bestiary (2009), Paizo Publishing: the published Huge CR 19, 333 hp form with maddening cacophony. The 3.5e CR 15 variant is from GameMastery Module J3: Crucible of Chaos (2008), written by Wolfgang Baur for Paizo. The D&D 2014 adaptation reorganises the page’s existing 5e game statistics; the D&D 2024 version is an original conversion. The two old Shoggoth paintings and Nottsuo artwork are preserved above.

Related: Elder Thing · Carnivorous Blob · Colour Out of Space · Ooze Bestiary.

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