Archive for September 12th, 2018

Tekeli-Li! Tekeli-Li!

This time, it’s the AD&D Shoggoths from the Deities & Demigods for your 5E D&D game? Do you hear that? “Tekeli-li! Tekeli-li!” Run while you can.

Originally created by the Primordial Ones as servants, the Shoggoths eventually rebelled and destroyed the civilization of their masters. Shoggoths resemble huge, intelligent amoebae, able to form almost any shape out of the near-transparent bodies, including legs, eyes, mouths, huge weapons, or whatever is needed. (Deities & Demigods, page 46)

Shoggoth
Huge aberration, chaotic evil

Armor Class 19 (natural armor)
Hit Points 290 (20d12+160)
Speed 20 ft.
Ability Scores STR 26 (+8), DEX 7 (-2), CON 26 (+8), INT 5 (-3), WIS 16 (+3), CHA 8 (-1)

Saving Throws STR +14, CON +14, WIS +9, CHA +5
Damage Resistances cold, fire, lightning; piercing and slashing
Damage Immunities acid, poison; bludgeoning
Condition Immunities blinded, deafened, exhaustion, poisoned, prone
Senses blindsight 60 ft., darkvision 60 ft., passive Perception 13
Languages may understand one or more languages, but cannot speak except to imitate familiar words or phrases
Challenge 20 (25,000 XP)

Amorphous Physiology. The shoggoth can move through a space as narrow as 1 inch wide without squeezing.

Crush. The Shoggoth may surge forward as part of its move into spaces occupied by creatures size Large or smaller. When the Shoggoth ends its move, creatures in the Shoggoth’s 15-foot by 15-foot space must succeed on a DC 19 Dexterity saving throw or be absorbed into the Shoggoth’s body. A creature that makes the saving throw is pushed away, landing prone within 5 feet of the Shoggoth. An absorbed creature is restrained, has total cover against attacks other effects outside the Shoggoth, and takes 26 (4d8+8) bludgeoning damage at the start of each of the Shoggoth’s turns.

If the Shoggoth takes 20 damage or more on a single turn from a creature inside it, the Shoggoth must succeed on a DC 24 Constitution saving throw at the end of its turn or regurgitate all absorbed creatures, which fall prone in a space within 10 feet of the Shoggoth. If the Shoggoth dies, an absorbed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.

Magic Resistance. The shoggoth has advantage on saving throws against spells or other magical effects.

Regeneration. As long as it has more than 0 hit points at the start of its turn, the shoggoth regains 2 hit points.

Actions

Multiattack. The Shoggoth makes two slam attacks with its amorphous extrusions. These attacks normally inflict bludgeoning damage, but the Shoggoth may inflict piercing or slashing damage by altering the form of an amorphous extrusion as a bonus action.

Slam. Melee Weapon Attack: +8 to hit, one target, reach 15 ft. Hit: 26 (4d8+8) bludgeoning damage.

September 12th, 2018  in RPG No Comments »