Qlippoth, Shoggti

This pale creature has four suckered arms that end in pincers. A gnashing maw gapes in its head between two staring eyes.

Shoggti CR 7

XP 3,200
CE Large outsider (chaotic, evil, extraplanar, qlippoth)
Init +7; Senses darkvision 60 ft.; Perception +18


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


Speed 30 ft.
Melee bite +12 (1d8+6), 4 tentacles +8 (1d4+3 plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks braincloud, horrific appearance (DC 15), constrict (1d4+6)
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


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; Racial Modifiers +4 Intimidate, +4 Perception, +4 Use Magic Device
Languages Abyssal; telepathy 100 ft.


Braincloud (Su)

Once per round, in place of a melee attack with a tentacle, a shoggti can make a melee touch attack with the pincer on the end of that tentacle. If it hits, the target takes 1d4 points of Wisdom damage. Shoggti use this ability to mentally debilitate their victims so they can more easily use their charm spell-like abilities against them.

Horrific Appearance (Su)

Creatures that succumb to a shoggti’s horrific appearance become fascinated by the creature’s hypnotically wriggling tentacles and the strange, shimmering colors in its eyes. This effect persists for 1d6 rounds (but can be ended by the normal methods of defeating the fascinated condition).


Environment any (the Abyss)
Organization solitary, pair, or slaver band (3–10 plus 6–12 slaves of various races)
Treasure standard

The shoggti are masters of mind manipulation, capable of seizing control of the thoughts of others and charming them into docile allies. They invade other realms in slaver bands, seeking out dreatures to capture alive and return to the Abyss as charmed slaves—the fates of these poor souls is unknown, but likely has something to do with the qlippoth drive to reclaim the Abyss as their own.

Although a shoggti lacks proper hands, it is capable of performing incredibly dextrous manipulations with the pincers at the tips of its tentacles. It cannot wield weapons in these pincers, but it can utilize magic items like wands, rods, staves, and the like. Shoggti are fond of wands in particular, particularly those that create mind-affecting effects that are easy to inflict on victims of their braincloud ability.

A shoggti’s body is an egg-shaped mass about 8 feet long—its tentacles are about 8 feet long as well. The whole creature weighs 900 pounds.

Section 15: Copyright Notice

Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC; Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

scroll to top