Dimensional Shambler CR 13
AC 28, touch 16, flat-footed 21 (+6 Dex, +1 dodge, +12 natural, –1 size)
hp 195 (17d10+102); regeneration 10 (special)
Fort +16, Ref +11, Will +15
Defensive Abilities impossible language; DR 5/slashing; Immune language-dependent effects, mind-affecting effects; SR 24
Speed 20 ft., air walk
Melee 2 claws +23 (2d4+7/19–20 plus grab), bite +23 (2d6+7)
Space 10 ft.; Reach 10 ft.
Special Attacks dimensional travel, tenacious grappler
Spell-Like Abilities (CL 12th; concentration +17)
Str 24, Dex 23, Con 22, Int 13, Wis 20, Cha 21
Base Atk +17; CMB +25 (+29 grapple); CMD 42
Feats Combat Casting, Combat Reflexes, Dodge, Greater Vital Strike, Improved Critical (claws), Improved Initiative, Improved Vital Strike, Mobility, Vital Strike
Skills Knowledge (arcana) +21, Knowledge (planes) +29, Perception +25, Sense Motive +25, Spellcraft +21, Stealth +22, Use Magic Device +25; Racial Modifiers +8 Knowledge (planes)
Languages Dimensional Shambler
Dimensional Travel (Sp)
A dimensional shambler can shift back and forth between the planes at will as a standard action, as if using plane shift. When it travels in this manner, it always arrives precisely at the location it wishes, provided it has been to that location before; otherwise it arrives on the new plane as if via plane shift.
A dimensional shambler normally only transports itself with this ability, but it can also shift a single creature of its size or smaller that it has successfully pinned via a grapple. The creature it is attempting to bring along on the shift can resist being dimensionally shifted by making a successful DC 21 Will save. On a success, neither it nor the dimensional shambler travel, but the shambler is free to attempt again in succeeding rounds. Treat this ability as a 6th-level spell.
Impossible Language (Ex)
Dimensional shamblers speak their own impossible language. No other creature can learn this language. Dimensional shamblers are immune to language-dependent effects. If a creature attempts to use tongues or similar magic to communicate with a dimensional shambler, the attempt to communicate automatically fails and the creature must make a successful DC 23 Will saving throw to avoid being confused for 1d4 rounds. This is a mind-affecting confusion effect. The save DC is Charisma-based.
Tenacious Grappler (Ex)
The shamblers feed by kidnapping hapless individuals, and abandoning them in other universes. When a victim is pulled into the Nothing, the event produces a nearly-invisible astral trail that reaches back to the origin universe. When the shambler hurls the victim into a different plane, that astral trail now links the two realities and sets up an energy differential between the two. One of the two universes is typically more magical or energetic than the other, and this energy starts traveling along the astral trail. The shamblers feed off this energy, and this is how they survive.
Shamblers typically do not pick universes that are too immediately dangerous to deposit their victims because they want them to survive for at least a few hours (though if the victim goes mad in this other universe, that’s fine with the shambler). The astral trail dissipates if the victim dies or assimilates to this new.
This twisted, nearly featureless humanoid has a loose-hanging hide and an insect-like head. It has four limbs, but the joints twist in every direction as the creature’s form flickers in and out of visibility. A cold sensation like the brush of the wind covers your body, even beneath your clothes as this entity brings a new type of sensation from an alien universe.
The multiverse is made up of millions of planes of existence, all of which co-exist at all times. Between the planes, beyond even the astral plane, is the Nothing: a true emptiness. The interstices are simply barren—a negation of all energy, light, and life, with few but terrifying exceptions.
The origin of the beings now known as dimensional shamblers is largely unknown. They could not possibly have emanated from the Nothing between the dimensions, but wherever they started, they have now taken up the Nothing as their undisputed home.
The shamblers are able to move from the timeless, vacant Nothing to other dimensions with ease. More terrifyingly, they can abduct individuals from those other dimensions, carrying them back to the Nothing or to other dimensions.
Dimensional shamblers have bizarre, twisted, only vaguely humanoid forms, with smooth, semi-blank heads, and massive grasping claws. While they can kill with their claws, they have far more terrifying abilities at their command.
First is their terrifying ability to appear almost anywhere—inside a magically-warded space, for instance. No spell and no wall can guard against them if they wish to emerge and it is nearly impossible to stop them. The only way to keep them out is to set up a magical ward too small for one to emerge inside.
When a shambler attacks, quite often it grasps the victim with its claws, then fades back into the Nothing, carrying the victim with it. But there is purpose to this attack. The shambler typically takes the victim across the Nothing to another, alien reality. This is potentially far more dangerous than anything the shambler could do on its own, particularly if the victim’s companions don’t know the shambler took their friend.
Describing A Dimensional Shambler
A dimensional shambler is a twisted parody of a creature. As it moves, it passes through intermediate dimensions and may seem to be shifting or jumping from position to position, sort of like a real-life version of Picasso’s Nude Descending a Staircase or a stop-motion image. The effect is profoundly unsettling and might cause nausea or induce headaches.
Sandy Petersen’s Cthulhu Mythos, © 2017, Petersen Games; Authors: Sandy Petersen, Arthur Petersen, Ian Starcher.