Great Amorphous Terror. If looking at the Shoggoth, the perceiver must make a DC 17 Charisma saving throw or be frightened. On a successful save you are immune to the shoggoth's fear effect for 24 hours.
Acidic Body. The Shoggoth can move into the space of any creature. That creature must take 3d8 force damage and 8d10 acid damage and be launched 60 feet away from the Shoggoth.
Multiattack. The Shoggoth can attack twice with it's tentacles.
Tentacle. Melee Weapon Attack: +14 to hit, reach 15 ft., 2 target. Hit: 13 (4d4 + 10) bludgeoning damage.
Description
It was a terrible, indescribable thing vaster than any subway train—a shapeless congeries of protoplasmic bubbles, faintly self-luminous, and with myriads of temporary eyes forming and un-forming as pustules of greenish light all over the tunnel-filling front that bore down upon us, crushing the frantic penguins and slithering over the glistening floor that it and its kind had swept so evilly free of all litter.
Lair and Lair Actions
The Legendary Shoggoth’s lair is a dead, cold, wasteland of death and misery covered in acidic slime and crawling with hundreds, maybe thousands of other, lesser oozes, all controlled by the shoggoth as the area slowly spreads further and further each day.
Lair Actions
On initiative count (1d20), the Shoggoth takes a lair action to cause one of the following effects:
- Anyone near rocks or walls must make a Dex saving throw or be grappled.
- Acid drips from the ceiling. Up to 4 creature the shoggoth can see must make a Dex saving throw or take 2d8 acid damage and half as much on a successful save.
Regional Effects
The region containing a legendary Shoggoth’s lair is a dead, cold, wasteland of death and misery, which creates one or more of the following effects:
- All non-humanoid creatures in the area that have an intelligence score of 4 or lower are under the Shoggoth's control.
- All plants in the area wither and die.
If the Shoggoth dies, these effects fade over the course of 2d10 days.







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