Dark Young of Shub-Niggurath

System: Pathfinder | SRD

Dark Young of Shub-Niggurath CR 12
XP 19200
Init +7 ; Senses darkvision 60 ft., tremorsense 30 ft.; Perception +21
Defense
AC 27, touch 11, flat-footed 24 (+3 Dex, +16 natural, -2 size)
hp 161 (14d8+98)
Fort +11, Ref +9, Will +13
DR 15/slashing
Immune acid, electricity, fire, poison
Offense
Speed 30 ft.
Melee 4 tentacles +19 (1d8+10/19-20 plus grab)
Space 15 ft., ; Reach 15 ft.
Special Attacks constrict (1d8+10), sucking maws, trample (1d8+15, DC 27)
Spell-Like Abilities (CL 12th; concentration +17)
Aura frightful presence (30 ft., DC 24)
CMB +22 (+26 grapple) CMD 35 (can't be tripped)
Statistics
Str 30,, Dex 17,, Con 24,, Int 16,, Wis 19,, Cha 21
Base Atk +10
Feats Combat Reflexes , Improved Critical (tentacles) , Improved Initiative , Lightning Reflexes , Power Attack , Vital Strike , Weapon Focus (tentacles)
Skills Knowledge (arcana) +17, Knowledge (nature) +17, Knowledge (religion) +17, Perception +21, Sense Motive +18, Spellcraft +20, Stealth +12 (+20 in forests)
Languages Aklo
Special Abilities
Sucking Maws (Su) A dark young of Shub-Niggurath that successfully pins a creature it is grappling automatically inflicts 1d4 points of Strength drain on that creature. A DC 24 Fortitude save reduces this effect to 1 point of Strength drain. A creature drained to 0 Strength does not die, but must make a DC 24 Will save at that point to resist being driven mad by the experience, as the foul green waste exuded from the same sucking mouths that drink life implant in the emptied shells strange visions and horrifying certainties. If you use the GameMastery Guide in your game, this madness manifests as schizophrenia, but with a save DC equal to the dark young’s Strength drain save DC listed above (DC 24 for most dark young). One common result of this unfortunate madness is a strange desire to return to the site of their original encounter in hopes of being consumed entirely by the creature that only drank a part of their body and mind—many of those who survive this horrific ordeal go on to found dark young cults of their own. If you don’t use the GameMastery Guide in your game, treat this madness instead as an insanity spell. The madness element of a dark young’s sucking maws is a mind-affecting effect. The save DC for all of the saving throws involved with this special ability is Constitution-based.

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