Qlippoth, Shoggti
“Beware the Shoggti: Tentacled fiends that enslave minds and drag their victims into the Abyss!”
The Shoggti is a grotesque, pale creature measuring approximately 8 feet in length and weighing around 900 pounds. Its body resembles an egg-shaped mass from which extend four long, suckered tentacles ending in pincers. A gnashing maw sits between two bulging eyes, with an additional mouth located on its forehead. Despite lacking traditional hands, the Shoggti exhibits remarkable dexterity with its tentacles, allowing it to manipulate objects and use magic items such as wands and staves.
Behavior
Shoggti are masters of mind manipulation, capable of seizing control of others’ thoughts and charming them into docile allies. They often invade other realms in slaver bands, capturing creatures to return to the Abyss as charmed slaves. These creatures are particularly fond of using magic items that create mind-affecting effects, which they employ to subjugate their victims.
Habitat
Shoggti primarily dwell in the Abyss, especially in its deepest and most remote layers, where they lurk in the shadows, away from the more dominant demonic forces. They occasionally venture into other realms to capture slaves or to further their agenda of reclaiming the Abyss from demons.
Modus Operandi
Shoggti operate in slaver bands, seeking out creatures to capture alive and return to the Abyss as charmed slaves. They utilize their tentacles to grapple and subdue targets, often employing their braincloud ability to inflict Wisdom damage, making victims more susceptible to their charm spells. Their horrific appearance can fascinate and incapacitate foes, allowing them to capture prey with minimal resistance.
Motivation
Shoggti, like other qlippoth, harbor a deep-seated hatred for mortal life, particularly humanoids, whom they view as the primary seeds of sin. They aim to eradicate mortal life to prevent the Abyss from birthing more demons, thereby reclaiming their former dominance. Their actions are driven by this overarching goal, making them relentless and dangerous adversaries.
Shoggti 5e
Shoggti, Pathfinder
Shoggti
Large Aberration (Qlippoth), Chaotic Evil
Armor Class 17 (Natural Armor)
Hit Points 136 (16d10 + 48)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
22 (+6) | 16 (+3) | 22 (+6) | 12 (+1) | 18 (+4) | 16 (+3) |
Saving Throws Wis +8, Cha +7
Skills Intimidation +7, Perception +8, Stealth +7
Damage Resistances acid, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities cold, poison
Condition Immunities charmed, frightened, poisoned
Senses darkvision 60 ft., passive Perception 18
Languages Abyssal, telepathy 100 ft.
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Innate Spellcasting.
The shoggti’s innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:
- At will: command
- 3/day each: charm person, protection from good and evil
- 1/day each: charm monster, dimension doorAnyFlip+1orkerhulen.dk+1
Magic Resistance.
The shoggti has advantage on saving throws against spells and other magical effects.
Multiattack.
The shoggti makes one bite attack and four tentacle attacks. It can replace one tentacle attack with a use of Braincloud.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage.
Tentacle. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) bludgeoning damage, and the target is grappled (escape DC 16) if it is a Medium or smaller creature. The shoggti has four tentacles, each of which can grapple one target.
Braincloud (Recharge 5–6).
The shoggti targets one creature it is grappling or within 10 feet. The target must succeed on a DC 15 Wisdom saving throw or take 9 (2d8) psychic damage and have disadvantage on Wisdom saving throws for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Horrific Appearance.
Any creature that starts its turn within 30 feet of the shoggti and can see it must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the shoggti is within line of sight, ending the effect on itself on a success. A target that succeeds on the saving throw is immune to this effect for 24 hours.
Actions
Constrict.
Each grappled creature takes 13 (2d6 + 6) bludgeoning damage.
Tactics
Shoggti are cunning predators that prefer to weaken and control their prey rather than kill outright. They use command to manipulate enemies into disadvantageous positions and charm person or charm monster to turn foes into allies. In combat, they grapple enemies with their tentacles, using Braincloud to sap their willpower, making them more susceptible to further charm effects. Their Horrific Appearance can disrupt enemy formations, causing chaos and fear among their ranks.
Shoggti
This pale creature has four suckered arms that end in pincers. A gnashing maw gapes in its head between two staring eyes.
CR 7
XP 3,200
CE Large outsider (chaotic, evil, extraplanar, qlippoth)
Init +7; Senses darkvision 60 ft.; Perception +18
Defense
AC 21, touch 12, flat-footed 18 (+3 Dex, +9 natural, –1 size)
hp 80 (7d10+42)
Fort +11, Ref +5, Will +9
Defensive Abilities uncanny dodge
DR 10/cold iron or lawful
Immune cold, poison, mind-affecting effects
Resist acid 10, electricity 10, fire 10
Offense
Speed 30 ft.
Melee bite +12 (1d8+6), 4 tentacles +8 (1d4+3 plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks braincloud, constrict (1d4+6), horrific appearance (DC 15)
Spell-Like Abilities (CL 7th; concentration +9):
- Constant—tongues
- At will—command (DC 13)
- 3/day—charm person (DC 13), protection from law
- 1/day—charm monster (DC 16), dimension door
Statistics
Str 22, Dex 16, Con 23, Int 12, Wis 19, Cha 15
Base Atk +7; CMB +14 (+18 grapple); CMD 27 (31 vs. trip)
Feats Combat Reflexes, Improved Initiative, Skill Focus (Use Magic Device), Weapon Focus (tentacles)
Skills Escape Artist +13, Intimidate +16, Knowledge (planes) +11, Perception +18, Sense Motive +14, Stealth +9, Use Magic Device +19
Languages Abyssal; telepathy 100 ft.
SQ —
Ecology
Environment any (the Abyss)
Organization solitary, pair, or slaver band (3–10 plus 6–12 slaves of various races)
Treasure standard
Special Abilities
Braincloud (Su)
Once per round, as part of a tentacle attack, a shoggti can deliver a mental assault. The target must succeed on a DC 15 Will save or take 1d4 points of Wisdom damage. This is a mind-affecting effect.
Horrific Appearance (Su)
Any creature within 30 feet that views a shoggti must succeed on a DC 15 Will save or become fascinated for 1d6 rounds. This is a mind-affecting effect. A creature that succeeds on the save is immune to this effect from the same shoggti for 24 hours.
Constrict (Ex)
A shoggti deals 1d4+6 points of damage with a successful grapple check.