Monsters / Shoggoth

Shoggoth

CR 19 - 204,800 XP - CN Huge Ooze

Stat block

AC33 (touch 15, flat-footed 26)HP333 (23d8+230)SavesFort +19, Ref +14, Will +15Melee4 slams +30 (3d6+15/19-20 plus grab)Speed50 ft., climb 30 ft., swim 50 ft.AbilitiesStr 40, Dex 24, Con 31, Int 5, Wis 22, Cha 13BAB / CMB / CMD+17 / +34 / 51Sensesall-around vision, darkvision 120 ft., low-light vision, scent, tremorsense 60 ft.; Perception +33Environmentcold aquatic or underground
DR 10/-immune blindnessimmune charm effectsimmune coldimmune deafnessimmune ooze traitsimmune sonicresist acid 20, electricity 20, fire 20SR 30

Combat brain - every behavior cites its line (9 rules)

Built only from this entry: stat-block special attacks, the printed Int score, the creature type, its feats and senses, and the behavioral prose of its own description. Nothing invented - an uncited behavior is a test failure.

constrict (from special_attacks)
special attacks: constrict 3d6+15 each round it holds
grapple-grab (from melee)
melee: 4 slams +30 (3d6+15/19-20 plus grab) - grab rides the hit
ambush (from lore)
Eventually, these dread beasts developed enough intelligence to rebel against their creators, and now they lurk, patient but potent, in the lightless deep.
scent-tracking (from senses)
senses: scent - hidden prey is found, not lost
bruiser (from abilities)
abilities: Str 40 over Dex 24 - plant and full-attack, soak the hits
aoo-coverage (from feats)
feats: Combat Reflexes - movement through its reach is punished
strikes-first (from feats)
feats: Improved Initiative - it moves before you do
power-attack (from feats)
feats: Power Attack - trades accuracy for damage when the hit is likely
night-hunter (from senses)
senses: all-around vision, darkvision 120 ft., low-light vision, scent, tremorsense 60 ft.; Perception +33 - hunts where prey is blind

On-hit riders and breath

constrict3d6+15
trample4d8+15DC 36 Reflex
engulf4d6+22

From the entry

A shoggoth's many sense organs grant a +4 racial bonus on Perception and immunity to flanking. 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. 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. Although even lunatics and doom-say...