Shanrigol Heap

Level 4
Creature· aberrationUncommonMediumLegacy
AC 20
HP 55 (void healing)
Speed 20 ft.
Fort +14
Ref +11
Will +9
Perc +9
Size Medium
Uncommon
Immunities bleed, death effects, disease, paralyzed, poison, unconscious
Resistances piercing 5, slashing 5
Weaknesses vitality 5
Senses darkvision, tremorsense 30 ft. (imprecise)
Speeds 20 ft., climb 20 ft., swim 20 ft.
Skills athletics +12, stealth +10
Recall Knowledge occultism or religion DC 21

Attacks

Melee Fleshy Slap +14/+9/+4(forceful)
Damage: 2d6+8 bludgeoning
Effect: grab
Ranged Bone Shard +11/+7/+3 (range 20 ft.)(agile, versatile P)
Damage: 1d8+8 bludgeoning

Abilities

Tremorsense (Imprecise) 30 feetinteraction

Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.

All-Around Visiondefensive

This monster can see in all directions simultaneously and therefore can't be flanked.

Void Healingdefensive

A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.

Sapping Squeezeoffensive

Requirements The shanrigol has a creature Grabbed

The shanrigol squeezes the life essence from its target, dealing 1d6+5 bludgeoning and 1d4 persistent bleed damage (DC 18 fortitude save). The shanrigol regains temporary Hit Points equal to half the amount of bludgeoning damage a single target takes; these temporary Hit Points last for 1 minute.

Shred Fleshoffensive

A shanrigol rips flesh away from targets in great chunks. Creatures critically hit by the shanrigol's fleshy slap Strike take an additional 1d6 bleed and are Enfeebled 1 for as long as they are bleeding.

Undulating Step◆◆offensive

The shanrigol separates its flesh from its bones to fit through small spaces. It Strides, ignoring difficult terrain and fitting through tight spaces as though it were a Tiny creature. It can't use any actions other than Undulating Step until it occupies an area large enough for its normal form.

Graboffensive

Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained Effect If used after a Strike, the monster attempts to Grapple the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty. The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.

Description

The most basic and common type of shanrigol is called, based on its general shape, a shanrigol heap. These amalgamations of warped flesh and shattered bone establish hunting grounds by accident rather than design, remaining where prey has been plentiful in the past so they can grow larger and larger as they add to their jumbled forms. Only rare fleshwarpers create these abominations willingly, as they ignore all commands and containment to seek out prey.


Fleshwarpers, regardless of their origin or training, create a shocking amount of waste. When the discarded remnants of aberrant flesh are heaped together with an accidental mixture of alchemical compounds or odious energy, the mass can quicken and regain life. Without the guidance of a fleshwarper, these aberrant body parts form into a shanrigol, a mess of bone, muscle, and sinew.