CN Huge ooze (aquatic)
Init +11; Senses all-around vision, darkvision 120 ft., low-light vision, scent, tremorsense 60 ft.; Perception +33
AC 33, touch 15, flat-footed 26 (+7 Dex, +18 natural, –2 size)
Speed 50 ft., climb 30 ft., swim 50 ft.
STATISTICSStr 40, Dex 24, Con 31, Int 5, Wis 22, Cha 13
Base Atk +17; CMB +34 (+39 grapple); CMD 51 (cannot 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 Modifiers +4 Perception
SPECIAL ABILITIESPerception and immunity to flanking.
damage. A creature that saves cannot be affected by this shoggoth’s maddening cacophony for 24 hours. This is a sonic mind-affecting effect. The save DC is Charisma-based.
Environment cold aquatic or underground
Organization solitary or tide (2–6)
Although even lunatics and doom-saying prophets desperately claim the monstrous shoggoth is nothing more than a drug-induced vision or thankfully unreal nightmare, the truth is altogether more dire. The shoggoths exist, although they keep to the deepest of ocean trenches or the most remote of forgotten caverns and ruins, emerging only rarely to spread madness and destruction in their slime-caked wakes.
The first shoggoths were created in eons past, long before the first gods turned their attentions to the Material Plane. Some hold that the aboleths engineered them, while certain strange texts hint of a race even older that engineered the first shoggoths as slaves. Eventually, these dread beasts developed enough intelligence to rebel against their creators, and now they lurk, patient but potent, in the lightless deep.