Shoggoth (CR 23/MR 9)

This immense mound of black slime thunders forward, eyes and mouths and even stranger things forming in its heaving bulk.

Mythic Shoggoth (CR 23/MR 9)
XP 819,200
Pathfinder Roleplaying Game Bestiary
CN Huge ooze (aquatic, mythic, mythos)
Init +20/+0MF, dual initiativeMA; Senses all-around vision, darkvision 120 ft., low-light vision, scent, tremorsense 60 ft., undeniable perceptionMA; Perception +32


AC 42, touch 15, flat-footed 35 (+7 Dex, +27 natural, –2 size)
hp 451 (23d8+348); insidious regenerationMA
Fort +21, Ref +14, Will +16
Defensive Abilities chilling paralysisMA (DC 33), reactive strikeMA, DR 15/-MA; Immune blindness, charm effects, cold, deafness, sonic, ooze traits; Resist acid 20, electricity 20, fire 20; SR 34


Speed 50 ft., climb 30 ft., swim 50 ft.; gravitic agnosticismMA
Melee 4 slams +32 (3d6+17/19–20 plus grab)
Space 15 ft.; Reach 30 ft.
Special Attacks constrict (3d6+17), engulf (4d6+25 bludgeoning damage plus 8d6 acid damage, AC 25, hp 45), maddening cacophony (DC 22), mythic power (9/day, surge +1d10), tekeli-li!MA, trample (4d8+17, DC 38)


Str 44, Dex 24, Con 35, Int 5, Wis 22, Cha 13
Base Atk +17; CMB +36 (+40 grapple, +38 sunder); CMD 53 (55 vs. sunder, can’t be tripped)
Feats Blind-Fight, CleaveMF, Combat ReflexesMF, Critical FocusMF, Great Cleave, Great Fortitude, Improved Critical (slams), Improved InitiativeMF, Improved Sunder, Iron Will, Power AttackMF, Staggering Critical
Skills Climb +29, Perception +32, Swim +37; Racial Modifiers +4 Perception
Languages Aklo
SQ amphibious, unspeakable propagationMA, utter absorptionMA (DC 34)


Environment cold aquatic or underground
Organization solitary
Treasure double standard

Special Abilities

Chilling Paralysis (Su) A non-mythic creature striking a mythic shoggoth with a natural weapon, touch attack, or unarmed strike is paralyzed for 1d3 rounds (DC 34 Fortitude negates). If the shoggoth expends one use of its mythic power, this ability also affects mythic creatures, as well as non-mythic creatures attacking with non-reach melee weapons. Creatures engulfed or trampled by a mythic shoggoth also must save to avoid being paralyzed. This is a cold effect and the save DC is Constitution- based. Creatures immune to cold are unaffected by chilling paralysis; those with resistance to cold gain a +2 circumstance bonus on their save.

Engulf (Ex) To use this ability, the mythic shoggoth must begin its turn grappling a creature or must trample. A shoggoth may attempt to engulf as many creatures as it grapples or tramples in a round. This ability otherwise functions as swallow whole, save that a creature that cuts its way out of a shoggoth leaves no hole in the protoplasmic creature’s body.

Enhanced Damage Reduction (Ex) A mythic shoggoth gains DR 15/- rather than gaining DR/epic, and its damage reduction cannot be bypassed by abilities that normally ignore damage reduction, such as a paladin’s smite evil or a mythic champion’s fleet charge.

Gravitic Agnosticism (Su) A mythic shoggoth can use its climb speed to move in any direction, including straight up or sideways through empty air, mounting its heaving bulk upon the unseen angles between existence. It is unaffected by effects that reverse, increase, or otherwise alter the normal effects of gravity.

Insidious Regeneration (Su) A mythic shoggoth has regeneration 10. No form of attack can suppress a mythic shoggoth’s regeneration — it regenerates even if disintegrated or slain by a death effect. If a mythic shoggoth is affected by an effect that would kill it instantly or cause it to suffer a permanent harmful effect, it returns to life with 1 hit point or ends the effect 1 hour later. The only way to permanently destroy a mythic shoggoth is to reduce it below -30 hit points and then use wish or miracle to cause its death.

Maddening Cacophony (Su) As a free action, a mythic shoggoth can give voice to sounds and words sane life was not meant to hear. All creatures in a 60-foot radius must make a DC 22 Will save or be confused for 1d6 rounds. Each round a creature is affected it takes 1d6 points of Wisdom 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.

Reactive Strike (Ex) Whenever a mythic shoggoth takes damage from a creature within its reach, it can take an attack of opportunity against that creature after the attack is resolved.

Tekeli-li! (Su) When a creature takes Wisdom damage from a mythic shoggoth’s maddening cacophony ability, the shoggoth can expend one use of mythic power as a swift action to triple the amount of Wisdom damage dealt.

Undeniable Perception (Ex) A mythic shoggoth sees with constant true seeing, though this effect is not magical and cannot be dispelled. It cannot be blinded, dazzled, or deafened, and its senses are not hindered by wind or weather effects, including natural or magical fog, gas, or mist.

Unspeakable Propagation (Ex) Once per day, as a full-round action that provokes an attack of opportunity, a mythic shoggoth can expend two uses of mythic power to give birth to a ravenous baby shoggoth (treat as a non-mythic shoggoth with the young simple template; if you have Beyond the Void or the Gothic Campaign Compendium from Legendary Games, you can substitute an embryonic shoggoth instead, and it can implant that creature within a helpless target as if using the embryonic implantation spell described in those products). Immediately after birthing a baby shoggoth, the mythic shoggoth is staggered for 1d4 rounds. The baby shoggoth follows its mother’s commands and defends her to the best of its ability. Fortunately, a mythic shoggoth cannot abide its own offspring for very long, and most shoggoth-spawn are quickly consumed by their mother once the mother is no longer threatened. However, a few lucky ones are able to escape their mother’s insatiable hunger and within a year grow to terrible maturity (treat as a non-mythic shoggoth).

Utter Absorption (Ex) Creatures reduced to 0 hit points while engulfed or grappled by a mythic shoggoth and must succeed on a DC 34 Fortitude save each round their bodies remain inside the shoggoth or become completely absorbed by the creature, leaving no remains whatsoever. Creatures killed in this fashion can only be returned to life through the use of a resurrection, true resurrection, miracle, or wish spell. The save DC is Constitution-based.

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