Size:
Huge
Type:
Ooze
Form:
wtf?
Temper:
beligerent
# App:
1d6
Lair:
Diet:
Combat Dice:
0
Hit Points:
50 + 1d12
Attack Rank:
0
Passive Defense:
0
Active Defense:
Damage Reduction:
0
Role:
lurker
Ground:
40
Climb/Arboreal:
25
Flight:
Swim:
50
Benthic:
Burrow:
Ethereal:

Actions/Abilities/Traits:
(D&D 5e)
Actions/Abilities/Traits: (D&D 5e)
Action
Amorphous Body
A shoggoth can move through a space as small as 1 foot across without squeezing.
Action
Crushing Suction
A creature engulfed by the shoggoth takes 6d8+9 bludgeoning damage, or half damage if it makes a Con save (DC 23).
Action
Engulf
The shoggoth moves up to its speed, and can enter other creatures' spaces if they are Huge or smaller. Each creature whose space the shoggoth moves into must make a Dex save (DC 18); a creature grappled by the shoggoth automatically fails. On a success, the creature is pushed as far as the shoggoth moves, or out of its path to the side. On a failure, the shoggoth engulfs the creature and can keep moving. An engulfed creature can't breathe. It is restrained and moves with the shoggoth. An engulfed creature can escape by using an action to make a Str check (DC 23), moving to a space adjacent to the shoggoth if it succeeds.
Action
Multiattack
The shoggoth makes three pseudopod or crushing suction attacks in any combination.
Action
Pseudopod
Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 3d8+9 bludgeoning damage, the target is grappled (escape DC 23). A target grappled by the shoggoth's pseudopod is restrained.

Actions/Abilities/Traits:
(d20)
Actions/Abilities/Traits: (d20)
Action
4 pseudopods
32 (3d8+15/19-20 plus
Action
4 slams
30 (3d6+15/19-20 plus grab)
Special (Ex)
All-Around Vision
Special (Ex)
Consume
Special (Ex)
Deadly Blow
Special (Ex)
Engulf
Special (Ex)
Pseudopods
Special (Ex)
Strong-Willed
Special (Su)
Maddening Cacophony (Su)
Special (Su)
Tekeli-li (Su)

Actions/Abilities/Traits:
(OSR)
Actions/Abilities/Traits: (OSR)
Special
|Engulf
The creature can engulf creatures in its path as part of a standard action. It cannot make other attacks during a round in which it engulfs. The creature merely has to move over its opponents, affecting as many as it can cover. Each victim may attempt a Breath save to avoid being engulfed - on a success, they are pushed back or aside (target's choice) as the creature moves forward. Engulfed opponents cannot move, are in danger of suffocating, are trapped within the creature's body until they are no longer pinned, and may be subject to other special attacks from the creature.
Special
|Engulf
Fast Healing You regain hit points at 20 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached.
Special
|Engulf
Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately.
Special
|Engulf
Maddening Cacophony As a free 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 Spell save or be confused for 1d6 rounds. Each round a creature is affected it loses 1 point of Wisdom for the duraiton of the encounter. A creature that saves cannot be affected by this shoggoth's maddening cacophony for 24 hours.
Special
|Engulf
This is a sonic mind-affecting effect.
Special
|Engulf
Trample You can attempt to overrun any creature that is smaller than yourself. Targets of a trample take bludgeoning damage equal to two times a typical melee attack from this creature. Victims may attempt to avoid the trampling creature and receive a Breath save to take half damage. You can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.
Special
|Engulf
Constrict You can crush an opponent, dealing additional bludgeoning damage (equal to your normal melee attack damage, or 1d6, whichever is greater), when you make a successful attack roll while grappling an enemy in melee (in addition to any other effects caused by a successful check, including additional damage).

Actions/Abilities/Traits:
(Pathfinder 1e)
Actions/Abilities/Traits: (Pathfinder 1e)
Action
Feat 1
Blind-Fight
Action
Feat 10
Iron Will
Action
Feat 11
Power Attack
Action
Feat 12
Staggering Critical
Action
Feat 2
Cleave
Action
Feat 3
Combat Reflexes
Action
Feat 4
Critical Focus
Action
Feat 5
Great Cleave
Action
Feat 6
Great Fortitude
Action
Feat 7
Improved Critical (slam)
Action
Feat 8
Improved Initiative
Action
Feat 9
Improved Sunder
Action
Melee 1
4 slams +30 (3d6+15/19-20 plus grab)
Special
All-Around Vision (Ex)
A shoggoth's many sense organs grant a +4 racial bonus on Perception and immunity to flanking.
Special
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.
Special
Maddening Cacophony (Su)
As a free 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 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.

Actions/Abilities/Traits:
(Pathfinder 2e)
Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ability
+1 status to all saves vs. magic
Ability
Constrict
2d10+15 bludgeoning
Ability
Eat Away
A creature that begins its turn inside the shoggoth takes 9d6 acid damage.
Ability
Engulf
DC 40, 6d6 acid, Escape DC 40, Rupture 40
Ability
Maddening Cacophony
(auditory, aura, incapacitation, mental) 60 feet. A shoggoth constantly voices syllables and mutterings that mortals were not meant to hear. A creature entering the aura or starting its turn in the aura must succeed at a DC 38 Will save or become confused for 1 round (2d4 rounds on a critical failure). A creature that successfully saves is temporarily immune for 24 hours.
Offense
Melee
Circumstance: combat round (melee)
pseudopod +35 [+30/+25] (magical, reach 30 feet), Damage 4d10+18 bludgeoning plus Grab
Trait
Aberration
Aberrations are creatures from beyond the planes or corruptions of the natural order.
Trait
Amphibious
An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual -2 penalty for being underwater.
Immunity
blinded
controlled
critical hits
deafened
precision
sleep
Language
Aklo
Perception
darkvision
scent (imprecise) 60 feet
tremorsense (imprecise) 60 feet
Resistance
acid 20
cold 20
sonic 20
A massive, iridescent heap of black protoplasm, this obscene creature forms eyes, pseudopods, and bubble-like extrusions as it pulses and moves. It mimics sounds nearby in a thin, piping myriad of voices.
Long ago shoggoths were bred from the earliest protoplasm of earthly life to serve as the mindless slaves of a mysterious ancient race. In time they gained a degree of malign intelligence and rose against their masters, destroying their civilization and laying their vast stone cities to waste. Shoggoths linger still in the crumbling ruins of their long-dead creators; they eagerly pursue and devour any organic creature unlucky or foolish enough to venture within their grasp.
Shoggoths are naturally formless and plastic, easily able to shape their bodies to a variety of purposes. They are horrifically strong, and can crush or pull apart the toughest prey with ease-in fact, they are notorious for pulling the heads off their victims.
5e SRD