Author Topic: Shoggoth  (Read 18596 times)

Offline PolkaBear

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Shoggoth
« on: May 14, 2012, 03:03:56 PM »
Shoggoth
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HD: d8
Level   BAB   Fort   Ref   Will   Special
1st     +1     +2    +0    +2    Horrific Body, Resilient Skin, Extended Senses, All-Around Vision, +1 STR, +1 CON
2nd     +2     +3    +0    +3    Ciliate Locomotion, Unspeakable Whispers, Damage Reduction 1/cold iron and magic
3rd     +3     +3    +1    +3    Spell Resistance 14, +1 STR, +1 CON
4th     +4     +4    +1    +4    Elder Builder, Extend Pseudopod, DR 2/cold iron and magic, SR 15
5th     +5     +4    +1    +4    Amorphous Form, Deep Lurker, Unspeakable Cry, SR 16, +1 STR, +1 CON
6th     +6     +5    +2    +5    Deflate Self, Size Increase, DR 3/cold iron and magic, SR 17
7th     +7     +5    +2    +5    Improved Grab, Multiattack, SR 18, +1 STR, +1 CON
8th     +8     +6    +2    +6    Absorb, DR 5/cold iron and magic, SR 19
9th     +9     +6    +3    +6    Tentacle Lash, Unspeakable Howl, SR 20, +1 STR, +1 CON
10th    +10    +7    +3    +7    Deepwater Resilience, Elder Defiance, Fluid Form, DR 6/cold iron and magic, SR 21
11th    +11    +7    +3    +7    Insidious Binding, Unutterable Truth, SR 22, +1 STR, +1 CON
12th    +12    +8    +4    +8    Inflate Self, Size Increase, DR 7/cold iron and magic, SR 23
13th    +13    +8    +4    +8    Terror of the Deeps, Unspeakable Shriek, SR 24, +1 STR, +1 CON
14th    +14    +9    +4    +9    Engulf, DR 8/cold iron and magic, SR 25
15th    +15    +9    +5    +9    Consume the Living, DR HD/cold iron and magic, SR HD + 11, +1 STR, +1 CON


Skill Points: The shoggoth gains 4 skill points per level (x4 at level 1).
Class Skills: The class skills for a shoggoth are Balance (Dex), Climb (Str), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Survival (Wis), and Swim (Str).

Weapon & Armor Proficiency: Shoggoths are proficient with their natural attacks only.  They are not proficient with any other weapons, or with any type of armor or shield.

Horrific Body (Ex): The shoggoth is a medium-sized creature at 1st level.  It loses all existing racial traits and gains the ooze (aquatic) type and subtype, but is neither mindless nor blind.  In addition, the shoggoth is susceptible (unlike other oozes) to poison, stunning, and paralysis effects.  It does, however, gain a +4 racial bonus to saving throws against these effects and against all mind-affecting effects.  The shoggoth has a 20 ft. base land speed, a 20 ft. base climb speed, and a 20 ft. base swim speed. The shoggoth gains  a tentacle natural attack that deals 1d8 + STR mod damage.  The shoggoth gains another tentacle attack for every three HD beyond its first, to a maximum of four tentacle  attacks at 10th level.  A shoggoth can use its tentacles for manipulation, including weapon use and somatic components for spells.

(click to show/hide)

Oozes can use their body as either head+neck slot or body+belt slot. The ooze can wear more magic equipment by having it crafted in the form of orbs that float around him like ioun stones, but said custom equipment costs double the normal market price.

Resilient Skin (Ex):  The shoggoth's hide is remarkably tough despite its flexibility and extensibility.  At first level, the shoggoth gains natural armor equal to 2 + its CON modifier (if positive).  At 8th level, this natural armor increases to 4 + its CON modifier (if positive), and at 15th level the shoggoth's natural armor increases to 6 + its CON modifier (if positive).

Extended Senses (Ex): In addition to regular vision, the shoggoth has darkvision out to 10 feet per HD (maximum 120 ft.).  The shoggoth is also immune to blindness.  At 4th level, the shoggoth develops blindsight out to 5 feet for every HD over 3 (maximum 60 ft.).

All-Around Vision (Ex): A shoggoth's many eyes and other sense organs grant a +4 racial bonus on Search and Spot checks and immunity to flanking.

Ability Score Bonuses: A shoggoth is strong and inexorable.  The shoggoth gains a +1 bonus to each STR and CON at each odd-numbered level, for a total +8 STR, +8 CON at level 15.

Ciliate Locomotion (Ex): The shoggoth's land and swim speeds increase by 5 feet for every 2 HD, to a maximum of 50 ft. each at 12th level.

Unspeakable Whispers (Su): Starting at 2nd level, as a swift action, a shoggoth can give voice to sounds and words sane life was not meant to hear. All creatures in a 10-foot radius must make a Will save or be confused for 1d4 rounds. A creature that saves cannot be affected by this shoggoth's unspeakable whispers for 24 hours. This is a sonic mind-affecting effect. The save DC is 10 + 1/2 HD + shoggoth's CHA mod.

Damage Reduction (Ex) At 2nd level, the shoggoth gains the indicated magnitude of damage reduction, which is bypassed by enchanted weapons made of cold iron.  This damage reduction increases at the indicated levels as the shoggoth's cunning improves, until at 15th level it is equal to the shoggoth's HD (but is still bypassed by enchanted weapons made of cold iron).

Spell Resistance (Ex): The unspeakable creation of the shoggoth imbued it with innate resistance to magic, but it takes some time for this resistance to manifest itself.  Starting at 3rd level, a shoggoth gains spell resistance 14.  For each class level the shoggoth gains, this spell resistance increases by one.  At 15th level, this spell resistance becomes equal to 11 + HD.

Elder Builder (Ex): Originally created as servants of the Elder Things to build their cities, shoggoths mutated and developed a degree of free will.  They never stopped building, however.  At level 4, the shoggoth's carrying capacity doubles and it receives a racial bonus to Profession and Craft checks equal to its class level for all checks related to construction and building.

Extend Psuedopod (Ex): At 4th level, the shoggoth can take advantage of its malleable form to increase its mobility.  By extending a pseudopod toward its destination and then following with its bulk, the shoggoth can bypass difficult terrain.  The shoggoth's movement is unaffected by ground-based difficult terrain.  Moreover, the shoggoth can shape its body either to ignore or to take advantage of underwater currents.  Such currents do not affect the shoggoth's movement unless the shoggoth so chooses.

Amorphous Form (Ex): Due to its amorphous physiology, the shoggoth takes no penalties for squeezing and gains a +4 racial bonus to Escape Artist checks.  It still loses its dexterity bonus to AC (if any) while squeezing.  Also, the shoggoth can shape its body into any number of different forms, but this effect is not a polymorph effect.  For example, the shoggoth can take on the general form of a quadruped or a humanoid, but it gains no extraordinary abilities when it does so.

Deep Lurker (Ex): Because of its ability to shape itself to resemble terrain features, the shoggoth gains a +4 racial bonus on Hide checks when mimicking its environment.  Also, creatures with blindsight must make the appropriate Spot or Listen check to detect a shoggoth who is hiding in this manner. Moreover, the shoggoth's tarry black skin adds an additional +4 racial bonus to Hide in areas of darkness or shadow.  These bonuses stack with each other, when applicable, but do not stack with other racial bonuses to Hide (if any).

Unspeakable Cry (Su): The shoggoth's unspeakable utterances have grown more powerful.  Starting at 5th level, as a move action, a 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 Will save or be confused for 1d6 rounds, and each round a creature is affected it takes 1 point of Wisdom damage. Once a shoggoth uses its unspeakable cry, it cannot use its unspeakable whispers for one minute.  A creature that saves cannot be affected by this shoggoth's unspeakable whispers or cry for 24 hours. This is a sonic mind-affecting effect. The save DC is 10 + 1/2 HD + shoggoth's CHA mod.

Deflate Self (Ex): Starting at 6th level, the shoggoth can take a move action to compress its body by one size category.  When it does so, its space decreases accordingly, but it maintains its reach.  Its speed is halved while deflated.  Another full-round action returns the shoggoth to its original size.  The shoggoth cannot deflate itself further while already deflated.

Size Increase (Ex): At 6th level, the shoggoth grows from being a medium creature to being a large creature.  Its space increases to 10 ft. and its reach increases to 10 ft, but its ability scores, attack bonus, and AC remain unaffected by the size change.  The damage of its natural attacks will increase as normal, however.  At 12th level, the shoggoth grows from being a large creature to being a huge creature.  Its space increases to 15 ft. and its reach increases to 15 ft, but its ability scores, attack bonus, and AC remain unaffected by the size change.  The damage of its natural attacks will increase as normal, however.

Improved Grab (Ex): Starting at 7th level, the shoggoth uses its tentacles to bind other creatures.  To use this ability, a shoggoth must hit a creature with a tentacle attack. It may then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold. A shoggoth has a +8 racial bonus on grapple checks.

Multiattack: At 7th level, the shoggoth receives Multiattack as a bonus feat.

Absorb (Ex): A shoggoth feeds by absorbing other creatures into its hideous amoeboid form.  Starting at 8th level, a shoggoth can spend a full-round action to absorb the corpse of a dead creature within reach, restoring 1d6 HP for every HD possessed by the creature absorbed.  A shoggoth expels the absorbed creature’s metal, wood, and other belongings from its body 1d3 rounds after absorption. Nothing short of a wish or similar magic can restore an absorbed creature.  This creature must be at least one size category smaller than the shoggoth.

Tentacle Lash (Ex): Starting at 9th level, the shoggoth can us a standard action to attack with two of its tentacle attacks at the creature's full attack bonus.  However, the shoggoth can choose to increase its reach for one or both attacks by 10 ft.  If it does so, each attack receives a -2 penalty to attack.

Unspeakable Howl (Su): The shoggoth's unspeakable utterances have grown more even powerful.  Starting at 9th level, as a standard action, a 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 Will save or be either shaken or confused (shoggoth's choice) for 1d6 rounds, and each round a creature is affected it takes 1d6 points of Wisdom damage. Once a shoggoth uses its unspeakable howl, it cannot use its unspeakable whispers or cry for one minute.  A creature that saves cannot be affected by this shoggoth's unspeakable whispers, cry, or howl for 24 hours. This is a sonic mind-affecting effect. The save DC is 10 + 1/2 HD + shoggoth's CHA mod.

Deepwater Resilience (Ex): The shoggoth can survive exposure to the exotic conditions of the ocean floor.  At level 10, the shoggoth gains fire resistance 20 and electrical resistance 10.

Elder Defiance (Ex): Far back in their history, the shoggoths demonstrated the surprising capacity to throw off even the control of the Elder Things.  Starting at 10th level, the shoggoth's racial bonus to mind-affecting effects increases to +8.

Fluid Form (Ex): Starting at 10th level, the shoggoth retains its dexterity bonus to AC while squeezing and retains the benefits of feats like Evasion that are usually lost while squeezing.

Insidious Binding (Su): Starting at 11th level, the shoggoth has learned how to counteract the magical forces that would allow its prey to slip its grasp.  The very texture of its tarry black skin changes to hold fast any creature it grabs.  Creatures under the effect of a freedom of movement spell or similar effects do not automatically succeed on a grapple check to resist a grapple or on grapple or Escape Artist checks to escape a grapple or pin.  Such creatures do, however, receive a +4 bonus on such checks.  The application of universal solvent (as a standard action) directly to the shoggoth's skin suppresses its insidious binding for 1d4 rounds, however.

Unutterable Truth (Su): Starting at 11th level, the shoggoth is able to pierce immunity to sonic effects or to mind-affecting effects.  Creatures with such an immunity receives a +4 bonus to saves versus such effects.

Inflate Self (Ex): Starting at 12th level, the shoggoth can take a move action to inflate its body by one size category.  When it does so, its space increases accordingly, but it maintains its reach.  Its natural damage reduction is halved while inflated, and its natural armor decreases by 4.  Another full-round action returns the shoggoth to its original size.  The shoggoth cannot inflate itself further while already inflated.

Terror of the Deeps (Ex): Starting at 13th level, the shoggoth receives a +4 bonus to attack and damage rolls while in a body of water sufficiently large for swimming.

Unspeakable Shriek (Su): The shoggoth's unspeakable utterances are a deadly assault on any creature's sanity and proper functioning.  Starting at 13th level, as a full-round action, a 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 Will save or be either shaken or confused (shoggoth's choice) for 1d6 rounds, and each round a creature is affected it is subject to the effects of a crushing despair spell and takes 1d6 points of Wisdom damage. The creature is also subject to an additional effect depending on the Will save, regardless of success or failure: if the roll was even, the creature is subject to the effects of a rage spell as it is provoked to a sort of madness; if the roll was odd, the creature is subject to the effects of a calm emotions spell as despair sets in.  No Concentration check is necessary to sustain this calm emotions effect, and it lasts for one round per each HD of the shoggoth. Once a shoggoth uses its unspeakable shriek, it cannot use its unspeakable whispers, cry, or howl for one minute.  A creature that saves cannot be affected by this shoggoth's unspeakable whispers, cry, howl, or shriek for 24 hours. This is a sonic mind-affecting effect. The save DC is 10 + 1/2 HD + shoggoth's CHA mod.

Engulf (Ex): To use this ability, the 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 cut its way out of a shoggoth leaves no hole in the protoplasmic creature's body.  Each creature must be at least one size category smaller than the shoggoth.

Consume the Living (Ex): Any creature engulfed by the monster for 1 full round must succeed at a Fortitude save or be absorbed into the mass and die. (A shoggoth can refuse to absorb the creature, keeping it merely engulfed.) A successful save prevents absorption that round. Each absorbed creature heals a shoggoth 1d6 HP for every HD possessed by the creature absorbed in this manner. A shoggoth expels the absorbed creature’s metal, wood, and other belongings from its body 1d3 rounds after absorption. Nothing short of a wish or similar magic can restore an absorbed creature. The save DC is 10 + 1/2 HD + shoggoth's CON mod.

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« Last Edit: February 28, 2018, 11:25:58 PM by oslecamo »

Offline bhu

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Re: Shoggoth
« Reply #1 on: May 14, 2012, 03:12:40 PM »
My only quibble is that SHoggoth werent mindless.

http://en.wikipedia.org/wiki/Shoggoth


Offline PolkaBear

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Re: Shoggoth
« Reply #2 on: May 14, 2012, 03:47:15 PM »
My only quibble is that SHoggoth werent mindless.

http://en.wikipedia.org/wiki/Shoggoth
Good point.  That's why I said that it "gains the ooze type, but is neither mindless nor blind."  That's also why I made it susceptible to several of those effects to which oozes are usually immune.  Is it too confusing for me to include the ooze traits for reference?

Still, you bring up a good point: in light of those exceptions, perhaps it's better as an abomination than an ooze.  I kept it as an ooze because wanted it to be subject to anti-ooze spells or effects (are there any?  Dessication-type effects, perhaps.) and a Ranger's Favored Enemy (ooze) class feature.  Also, the monsters on which I based it were oozes.  Third, those ooze traits are specifically qualified as holding "unless otherwise noted in a creature’s entry."  I'm open to differing opinions, however.
« Last Edit: May 14, 2012, 03:50:39 PM by PolkaBear »

Offline PolkaBear

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Re: Shoggoth
« Reply #3 on: May 14, 2012, 04:05:25 PM »
I'm considering altering Fluid Form (lvl 10) in the following manner:

Append the following sentence to the feature: "Also, the shoggoth is capable of assuming the apparent form of any creature its size.  It does not gain any special qualities or extraordinary abilities of its new form, but it can pass as such a creature by making a Disguise check with a +4 racial bonus.  Circumstantial factors will modify this check, including (but not limited to) the distance at which the shoggoth is viewed, whether the shoggoth has also disguised its distinctive tarry-looking hide, and whether the shoggoth is expected to duplicate any of the mimicked creature's unique abilities."
« Last Edit: May 14, 2012, 04:07:23 PM by PolkaBear »

Offline oslecamo

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Re: Shoggoth
« Reply #4 on: May 14, 2012, 04:13:32 PM »
These are the times when I question the whole sanity of this project. Somewhere out there, someone is thinking "Hey, it would be cool to roleplay a giant rolling ooze that speaks things the mortal mind is not meant to know!"

Also you're kinda cheating since the Shoggoth you linked is CR 19, but I'll let you get away this time since it isn't an official wotc monster.

Well, sanity is for the weak.
-What's the starting size again?
-To avoid confusion, better to simply leave the Ooze traits that the class does gain.
-In a similar matter, you may notice the other ooze classes are all "awakened", and thus keep the immunity to mind-affecting while having int score and free will, much like all the cheater intelligent undeads out there.
-DR/+3 is kinda a relic of 3.0 that, exceptionally, I didn't mind that it was gone. It's nice untill suddenly at mid levels it stops working all togheter. Why not use DR/alignment or DR/material?
-Dude, where's my aquatic subtype? The first rule to be a cthuchulu mythos horror is being able to live in the darkest depth of the sea. :p
-Needs immunity piercing. Doubly so because of its fluff.
-Why limit improved grab just to creatures smaller than you? Also don't forget anti-freedom of movement!
-The first 5 levels are only passive abilities, and then you get... The ability to deflate yourself. And it doesn't really get better.  I'm not amused. :tongue

So ok, this is gonna be a tough one. You've got the basic chassis, but are sorely lacking options. Here's some sugestions:
-If you're going the "horror" route, then put some lesser version of Unspeakable Shriek right at the start. The ooze can first "whisper" at the hears of a distant target, making them confused for 1 round if they fail a save or something like that. Then it goes upgrading, with multiple options like inducing random fear/calm emotions/rage, go crazy here.
-Make deflate and inflate move or even swift actions to use so it's viable during combat.
-There should be no problem for Tentacle Lash to upgrade to allow you to use all 4 tentacles at higher levels.
-In the original fluff they seemed to be the elder gods workers, building their cities and other stuff, so perhaps some construction/enviroment manipulation abilities?
-I don't think the shoggoth should be able to disguise as creatures, but I believe it should be able to blend in with the terrain. Like how it extends itself over a floor so it just looks like a thin water surface, and slip trough the smallest cracks.
« Last Edit: May 14, 2012, 04:15:47 PM by oslecamo »

Offline PolkaBear

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Re: Shoggoth
« Reply #5 on: May 14, 2012, 04:47:39 PM »
Also you're kinda cheating since the Shoggoth you linked is CR 19, but I'll let you get away this time since it isn't an official wotc monster.
The one published in Paizo's Crucible of Chaos, a 3.5 adventure, was CR 15.  The linked one was updated for Pathfinder and increased the CR.

Quote
-What's the starting size again?
Medium.  I'll specify its size in Horrific Body.

Quote
-To avoid confusion, better to simply leave the Ooze traits that the class does gain.
Easy enough.

Quote
-In a similar matter, you may notice the other ooze classes are all "awakened", and thus keep the immunity to mind-affecting while having int score and free will, much like all the cheater intelligent undeads out there.
That's why I avoided the "awakened" route.  I prefer my creatures (PC and monsters) to have all the standard weaknesses unless well-motivated.  I don't see why they would be immune to mind-affecting effects since they were designed to be controlled through hypnosis.

Quote
-DR/+3 is kinda a relic of 3.0 that, exceptionally, I didn't mind that it was gone. It's nice untill suddenly at mid levels it stops working all togheter. Why not use DR/alignment or DR/material?
I started out with DR/good, but then I realized that it's not necessarily evil.  DR/magic is just lame.  Silver is usually useful against shapeshifters, but it struck me as a little odd for a shoggoth.  DR/adamantine seems excessive.  DR/cold iron?

Quote
-Dude, where's my aquatic subtype? The first rule to be a cthuchulu mythos horror is being able to live in the darkest depth of the sea. :p
Ugh.  I made a mental note to add it, but forgot to do so.

Quote
-Needs immunity piercing. Doubly so because of its fluff.
I left it off because Unspeakable Shriek would be the only thing affected, and it has such a minor role.  If I increase its importance (as I plan to do), I'll add immunity-piercing.  You're dead-on about the fluff, too.

Quote
-Why limit improved grab just to creatures smaller than you? Also don't forget anti-freedom of movement!
That was one of the features lifted straight from Paizo.  I'll change it, but then tweak Engulf and Consume the Living to apply only to smaller creatures.

Quote
-If you're going the "horror" route, then put some lesser version of Unspeakable Shriek right at the start. The ooze can first "whisper" at the hears of a distant target, making them confused for 1 round if they fail a save or something like that. Then it goes upgrading, with multiple options like inducing random fear/calm emotions/rage, go crazy here.
Good suggestions.  Expect something like that soon.

Quote
-Make deflate and inflate move or even swift actions to use so it's viable during combat.
At-will size and changes seem pretty useful for a melee monster.  Still, I don't see a good reason not to make them merely move actions.

Quote
-There should be no problem for Tentacle Lash to upgrade to allow you to use all 4 tentacles at higher levels.
It will get the equivalent of a full attack--with no attack penalties for secondary attacks--as a standard action.  The idea behind Tentacle Lash was to give the creature better action economy and access to even more reach than it already has, but it was supposed to be situationally useful rather than strictly better.  Nonetheless, I trust your judgment in these things better than my own, so I'll change it.

Quote
-In the original fluff they seemed to be the elder gods workers, building their cities and other stuff, so perhaps some construction/enviroment manipulation abilities?
Not a bad idea, but nothing appealing is coming to mind.  I'll sleep on it.

Quote
-I don't think the shoggoth should be able to disguise as creatures, but I believe it should be able to blend in with the terrain. Like how it extends itself over a floor so it just looks like a thin water surface, and slip trough the smallest cracks.
I thought that they were shapeshifters of the mimic sort rather than merely flexible.  Yeah, I've never read Lovecraft. :tongue I'll change it so that they can mimic terrain features and gain a bonus on hide checks from it.

Offline bhu

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Re: Shoggoth
« Reply #6 on: May 14, 2012, 05:07:12 PM »
th link i posted above will give you some info on them.

In call of cthulhu they take half damage from fire and electrical attacks and only take 1 point of damage from any physical attack while regenerating 2 hp a round.

In effect the damn things are nearly invulnerable to anything except energy.  They engulf their opponent sucking him inside to kill him.  Most human stats in CoC are 3d6 or 2d6+6, and a shoggoth has a 2d6 Intelligence, and a 1d6 dexterity.  Their strength is an 18d6 however, and con would be the equivalent of 12d6

Offline PolkaBear

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Re: Shoggoth
« Reply #7 on: May 14, 2012, 05:24:53 PM »
Thanks for the link, bhu.

I made several of the requested changes, but not all of them.  I ran out of time right now, so I'll have to come back to it later.   :(

Offline oslecamo

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Re: Shoggoth
« Reply #8 on: May 14, 2012, 05:45:38 PM »
Quote
-In a similar matter, you may notice the other ooze classes are all "awakened", and thus keep the immunity to mind-affecting while having int score and free will, much like all the cheater intelligent undeads out there.
That's why I avoided the "awakened" route.  I prefer my creatures (PC and monsters) to have all the standard weaknesses unless well-motivated.  I don't see why they would be immune to mind-affecting effects since they were designed to be controlled through hypnosis.

Were designed. From Bhu's link.

"Over millions of years of existence, some shoggoths mutated and gained independent minds. Some time after this, they rebelled."


Dunno about you, but that sounds to me like the perfect origin for your average. Shoggoth PC. If they can resist the hypnosis of the Elder gods, that damn sure counts as immune to mind-affecting to me!  :P

Also glanging at your newest version, there's no such thing as the fear condition. Fear comes in four grades from shaken to panicked, you need to state one.

As for the DR, cold iron and magic would be good I think.

Offline PolkaBear

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Re: Shoggoth
« Reply #9 on: May 14, 2012, 11:21:59 PM »
Okay, Unspeakable Whispers has turned into a line of different abilities.  I could have made it one special quality with abilities that advanced by level, but I wanted to give the shoggoth some degree of discretion over what effect it was laying down.  (In the end, I don't think the differences between elements in the line are enough to justify separate entries for them, but I don't want to go back and change everything unless I have to.)

I added racial bonuses to things against which oozes normally have immunity and gave it a good Will save besides.  The bumps I gave (+4 bonus to start, and +8 bonus to saves against mind-affecting effects at lvl 10) should give it near-immunity while still preserving susceptibility.  (The Elder Things were able to regain some degree of control, after all.)

The shapeshifting bonus I considered has become Deep Lurker (lvl 5).

DR has become cold iron and magic.  Should energy resistances or immunities be added at some point in its progression?

Other than increasing Tentacle Lash's reach benefit, I left it unchanged as far as number of attacks goes.  I'm willing to be persuaded otherwise, but more attacks strikes me as too abusable.

I still haven't done anything with the construction aspect of its lore.  Should I add the ability for the Shoggoth to create difficult terrain or for its carrying capacity to be doubled?

Offline bhu

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Re: Shoggoth
« Reply #10 on: May 14, 2012, 11:35:56 PM »
They take half from fire and electricity so some resistance to them is appropriate.  In CoC they take minimal damage from all physical items, enchanted or not.  A Shoggoth is supposed to be almost impossible to destroy via human means at the time.

Offline oslecamo

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Re: Shoggoth
« Reply #11 on: May 15, 2012, 05:52:43 PM »
First of all, I would like to congratulate you on your unspeakable whispers-cry-howl-shriek. Original, flavourful and crunchy, I love how it presents you with the decision of escalating your powers or opening with stronger ones by sacrficing the chance of using lesser ones. I'll certainly use this as an inspiration in the future.

Double carrying capacity and some bonus on craft and/or profession checks should be enough for the builder aspect.

Also since this is a "tankish" monster, it probably could earn upgrading their DR to being equal to HD at some point. Also resistance to fire and electricity like Bhu pointed out.

Finally, perhaps make Consume the Living optional for the Shoggoth himself? He may need to take a live prisioner now and then. Plus quick deaths aren't exactly very horror-craftian. Perhaps he can choose to render them comatose (and temporaly disable stuff like constructs) them instead of killing if they fail the save.

Keep up the good work!

Offline PolkaBear

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Re: Shoggoth
« Reply #12 on: May 18, 2012, 12:00:09 PM »
I've made another round of edits.  The wording has been tightened/clarified in places, and the mechanics should be better.  Among other things, resistances kick in at level 10, DR matches HD at level 15, and construction flavor has been added at level 4.  Also, the Unutterable line has been improved to scale better.

Offline oslecamo

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Re: Shoggoth
« Reply #13 on: May 18, 2012, 03:10:53 PM »
Looking pretty good now, but I found a typo on Unspeakable Shriek. Both Calm emotions and Rage apply on an odd roll.

Offline PolkaBear

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Re: Shoggoth
« Reply #14 on: May 19, 2012, 04:10:08 PM »

Obviously I meant that it would be odd to roll evens... >.>

Any other errors detected or fixes needed?

Offline oslecamo

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Re: Shoggoth
« Reply #15 on: May 20, 2012, 02:04:03 PM »
Nope, added to the list. Good work!

Offline PolkaBear

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Re: Shoggoth
« Reply #16 on: May 20, 2012, 10:12:53 PM »
Thanks!

I think this monster is in need of a couple feats (such as one increasing the number of tentacles involved in Tentacle Lash), but those will wait for later.

Offline Rakoa

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Re: Shoggoth
« Reply #17 on: May 20, 2012, 10:15:10 PM »
Hey, my fingers are crossed for a Cthulu class  :D
The Paladin Code: Detect Evil, Smite it, ask questions later.

Offline PolkaBear

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Re: Shoggoth
« Reply #18 on: May 21, 2012, 11:01:12 AM »
Just make sure to use the following image:



Actually, that pic has me thinking about the feasibility of "chibi"/cute versions of some of the more horrific monsters (and monster classes) here.  It'd be hilarious if someone ran an entire game like that: a monster campaign with an emphasis on inappropriate cuteness.  :D

Offline Prime32

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Re: Shoggoth
« Reply #19 on: May 21, 2012, 03:15:17 PM »
Just make sure to use the following image:



Actually, that pic has me thinking about the feasibility of "chibi"/cute versions of some of the more horrific monsters (and monster classes) here.  It'd be hilarious if someone ran an entire game like that: a monster campaign with an emphasis on inappropriate cuteness.  :D
Obligatory:
http://www.youtube.com/watch?v=tYlAq-NhR1w
http://www.newgrounds.com/portal/view/81337