IX Mythos Bestiary
PROTO-SHOGGOTH
CR 13
XP 25,600
CE Medium ooze
Init +11; Senses darkvision 60 ft., low-light vision, scent;
Perception +11
DEFENSE
AC 28, touch 18, flat-footed 20 (+7 Dex, +1 dodge, +10
natural)
hp 187 (15d8+120); fast healing 5
Fort +13, Ref +14, Will +13
Defensive Abilities all-around vision, amorphous; DR
10/—; Immune acid, cold, ooze traits; Resist fire 10, sonic
10; SR 24
OFFENSE
Speed 30 ft., climb 30 ft., swim 30 ft.
Melee 2 slams +22 (2d8+10 plus grab and 2d6 acid)
Special Attacks constrict (2d8+10), explosive
ambush, suffocate
Shoggoth, ProtoWhat You See
The humanoid’s skin splits apart
with the nauseating sound of tearing
flesh as a monstrous pink mass
of pseudopods emerges through a
growing rent in its skin. A mass of
reeking protoplasm boils forth from
the deflated human skin, which slips
limply to the ground.
S TAT I S T I C S
Str 31, Dex 25, Con 26, Int 6, Wis 22, Cha 9
Base Atk +11; CMB +21; CMD 39
Feats Dodge, Improved Initiative, Iron Will, Lightning
Reflexes, Mobility, Power Attack, Skill Focus (Disguise),
Weapon Focus (slams)
Skills Climb +18, Disguise +7 (+23 when using masquerade),
Perception +11, Swim +23; Racial Modifiers +16 Disguise
when using masquerade
Languages Aklo, Common
SQ compression, masquerade
ECO LO GY
Environment any
Organization solitary, pair, or invasion (3–8)
Treasure standard
SPECIAL ABILITIES
Explosive Ambush (Ex) When a masquerading protoshoggoth attacks, it explodes from its stolen skin in a
hideous assault. This destroys the stolen skin completely.
A proto-shoggoth gains a +4 bonus on its initiative check
when it begins a combat in this way. A proto-shoggoth
gains a +4 bonus on the attack roll, damage, and grapple
check of any attack it makes in a round in which it uses
explosive ambush.
Masquerade (Ex) A proto-shoggoth can masquerade
as a Medium creature as long as it has a skin to hide
inside. Unless the skin is harvested within a few hours
of a creature’s death or magically preserved until the
proto-shoggoth puts it on, the proto-shoggoth can
only masquerade as an undead version of the creature
whose skin it inhabits. While worn, the proto-shoggoth
maintains the skin’s integrity, and it does not decay
further. A proto-shoggoth can harvest a full skin from
a dead creature as a full-round action, and inhabiting a
harvested skin is a standard action for a proto-shoggoth.
The proto-shoggoth cannot take violent actions (such as
attacking) while wearing a skin, but it can move about
normally using its own speed. If the creature it stole the
skin from could climb or swim, the proto-shoggoth can
climb or swim using its own climb or swim speeds, but
it does not gain speeds from stolen skins (for example,
it does not gain a fly speed from taking a winged
humanoid’s skin).
Suffocate (Ex) Each time a proto-shoggoth inflicts
constrict damage on a creature, the proto-shoggoth has
a chance to flow over the victim’s mouth and nose. If the
constricted creature fails a DC 25 Reflex save, it cannot
speak, cast spells with verbal components, or breathe
as long as it remains grappled by the proto-shoggoth.
(Use the normal rules for suffocation.) The save DC is
Constitution-based.
A proto-shoggoth is a creature formed from shoggothlike material: protoplasm more delicate than the
standard shoggoth. They can be created in a number of
ways, including by directly degenerating normal (even
humanoid) tissue to a more primitive state.
Until the moment of its release, the proto-shoggoth
attempts to hide its true nature encased with a
humanoid skin, often wearing strong leather clothing
or even armor to contain its true form. When it attacks,
the humanoid form suddenly bursts open, releasing the
creature like a geyser of flesh and rage.
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