Cythnigot

This six-legged horror has a spider’s face and a fibrous stalk growing out of its back—a stalk ending in a snapping mouth.

The cythnigot is a foul fungal parasite that grows and thrives within the corpses of small animals. The fungus transforms the host corpse in hideous ways, adding legs or rearranging features—a rat might gain an extra pair of legs and an insectoid visage, while a cat could lose all its legs and fur and gain a snake-like body. The only thing that all cythnigots have in common is a long stalk of fungal material that extends up from the creature’s body, ending in a surprisingly strong set of fanged jaws. A cythnigot without a host body appears as little more than a foul-smelling puff ball the size of a human’s fist. Chaotic evil spellcasters of caster level 7th who have the Improved Familiar feat can gain a cythnigot as a familiar—to do so, the spellcaster must already have a Tiny animal as a familiar. Infusing this familiar with the spores results in a cythnigot that is a loyal, if rather disgusting, minion of the spellcaster. A cythnigot is about 20 inches long and weighs 10 pounds.

CR 2 XP 600
CE
Tiny outsider (chaotic, evil, extraplanar, qlippoth)
Init +1; Senses darkvision 60 ft., detect law, detect magic; Perception +5
DEFENSE
AC
14, touch 13, flat-footed 13 (+1 Dex, +1 natural, +2 size)
hp 16 (3d10)
Fort +1, Ref +6, Will +2
DR 5/cold iron or lawful; Immune cold, poison, mind-affecting effects; Resist acid 10, electricity 10, fire 10
OFFENSE
Speed
40 ft., fly 60 ft. (good)
Melee bite +6 (1d6+1 plus spores)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks horrific appearance (10 feet, DC 9)
Spell-Like Abilities (CL 6th, concentration +4)
Constant—detect law, detect magic, fly
1/day—soften earth and stone, warp wood
1/week—commune (six questions)
STATISTICS
Str
12, Dex 12, Con 11, Int 11, Wis 8, Cha 7
Base Atk +3; CMB +2; CMD 13 (21 vs. trip)
Feats Lightning Reflexes, Weapon Finesse
Skills Acrobatics +7 (+11 jump), Fly +15, Knowledge (nature) +6, Knowledge (planes) +6, Perception +5, Stealth +15
Languages Abyssal; telepathy (touch)
ECOLOGY
Environment
any (Abyss)
Organization solitary or bloom (2–12)
Treasure standard
SPECIAL ABILITIES
Horrific Appearance (Su)
All qlippoth have such horrific and mind-rending shapes that those who gaze upon them suffer all manner of ill effects. A qlippoth can present itself as a standard action to assault the senses of all living creatures within 30 feet. Creatures that succumb to a cythnigot’s horrific appearance (Will DC 9) become sickened for 1 round—a cythnigot’s horrific appearance only functions to a range of 10 feet. Once a creature makes a saving throw against a particular cythnigot’s horrific appearance, that creature is immune to the horrific appearance of all cythnigots for 24 hours. A spellcaster that has a cythnigot as a familiar is immune to the horrific appearance of all cythnigots, and also gains a +4 bonus on saving throws made against any qlippoth’s horrific appearance. This ability is a mind-affecting gaze attack. The save DC is Charisma-based.
Spores (Su) Any creature bitten by a cythnigot must make a DC 11 Fortitude save or become infested by the creature’s otherworldly spores. These spores cause twitching spikes and hideous pallid growths of hair-like fibers to erupt from the bite wound and to writhe and wrap around the target’s limbs. A creature suffering from these spores is entangled, and can attempt a new DC 11 Fortitude save in later rounds as a standard action to rip the tendrils free and escape the entangled condition. The effects of multiple cythnigot bites on a creature do not stack. Plant creatures take a –4 penalty on saves against this effect. This is a disease effect. The save DC is Constitution-based.
 

Hydraggon

This eellike monstrosity has a gaping, fanged mouth from which lolls a long, red tongue split into three tendrils, two of which wield weapons.

The hydraggon is a strange qlippoth that has mastered the use of weapons, despite its lack of hands. These creatures enjoy swimming in the waters of the River Styx, and their immunity to mind-affecting effects shields them from the river’s memory-draining properties.  A hydraggon is 7 feet long and weighs 200 pounds.

CR 3 XP 800
CE
Medium outsider (aquatic, chaotic, evil, extraplanar, qlippoth)
Init +4; Senses darkvision 60 ft.; Perception +8
DEFENSE
AC
15, touch 10, flat-footed 15 (+5 natural)
hp 34 (4d10+12)
Fort +7, Ref +4, Will +4
Immune cold, mind-affecting effects, poison; Resist acid 10, electricity 10, fire 10
OFFENSE
Speed
10 ft., swim 40 ft.
Melee mwk short sword +6 (1d6+1/19–20), mwk trident +6 (1d8+3), tongue +2 (1d3+1 plus cloud memory) or 3 tongues +2 (1d3+1 plus cloud memory) or bite +7 (1d6+4 plus cloud memory)
Special Attacks horrific appearance (DC 15)
STATISTICS
Str
17, Dex 10, Con 16, Int 10, Wis 12, Cha 16
Base Atk +4; CMB +7; CMD 17
Feats Improved Initiative, Iron Will, Two-Weapon Fighting
Skills Escape Artist +11, Knowledge (planes) +7, Perception +8, Stealth +7, Survival +8, Swim +18
Racial Modifiers +4 Escape Artist
Languages Abyssal; telepathy 100 ft.
SQ amphibious, beacon
ECOLOGY
Environment
any water
Organization solitary, pair, or shoal (3–10)
Treasure standard (mwk short sword, mwk trident other treasure)
SPECIAL ABILITIES
Beacon (Su)
Once per day as an immediate action, a hydraggon can emit a telepathic warning of danger to all hydraggons in a 100-mile radius. A qlippoth that receives this warning during or just before an initiative check gains a +4 bonus on that check.
Bite (Ex) A hydraggon cannot make a bite attack during a round in which it uses its tongue to attack (either with weapons or as a secondary tongue attack).
Cloud Memory (Su) When a hydraggon hits a creature with its tongue or bite attack, the target must succeed at a DC 15 Will save or have its memories clouded for 1d6 rounds (the creature takes a –3 penalty on this save if it was bitten instead of being struck by a tongue). During this time, the creature takes a –2 penalty on all attack rolls and skill checks, and it cannot use thought components when casting psychic spells. The save DC is Charisma-based.
Horrific Appearance (Su) All qlippoth have such horrific and mind-rending shapes that those who gaze upon them suffer all manner of ill effects. A qlippoth can present itself as a standard action to assault the senses of all living creatures within 30 feet. A creature that succumbs to a hydraggon’s horrific appearance (Will DC 15) becomes distracted by the monster’s slithering coils and undulating tongues, and takes a –4 penalty on Perception checks and ranged attacks for 1d6 rounds. This ability is a mind-affecting gaze attack. The save DC is Charisma-based.
Tongue (Ex) A hydraggon’s strange tongue splits into three tentacles, each of which is capable of feats of manipulation equal to that of a human hand. A hydraggon can wield weapons in these tongues, but if it wields more than one weapon, it must fight as if using the two-weapon fighting option. Although most hydraggons opt to wield a one-handed weapon and a light weapon, some choose instead to wield a two-handed weapon and a one-handed or light weapon— doing so uses all three of its tongues and doesn’t leave one free to make a tongue attack. When a hydraggon wields a two-handed weapon in this manner, it takes a –4 penalty on attacks with the two-handed weapon and a –8 penalty on attacks with its “off-hand” weapon. If a hydraggon has a free tongue, it can use it to make a secondary natural attack that deals 1d3 points of bludgeoning damage and clouds a victim’s memory (see above).
 

Shoggti

This pale creature has four suckered arms that end in pincers. A gnashing maw gapes in its head between two staring eyes.

The shoggti are masters of mind manipulation, capable of seizing control of the thoughts of others and charming them into docile allies. They invade other realms in slaver bands, seeking out creatures to capture alive and return to the Abyss as charmed slaves—the fates of these poor souls is unknown, but likely has something to do with the qlippoth drive to reclaim the Abyss as their own. Although a shoggti lacks proper hands, it is capable of performing incredibly dextrous manipulations with the pincers at the tips of its tentacles. It cannot wield weapons in these pincers, but it can utilize magic items like wands, rods, staves, and the like. Shoggti are fond of wands in particular, particularly those that create mind-affecting effects that are easy to inflict on victims of their braincloud ability. A shoggti’s body is an egg-shaped mass about 8 feet long—its tentacles are about 8 feet long as well. The whole creature weighs 900 pounds.

CR 7 XP 3,200
CE
Large outsider (chaotic, evil, extraplanar, qlippoth)
Init +7; Senses darkvision 60 ft.; Perception +18
DEFENSE
AC
21, touch 12, flat-footed 18 (+3 Dex, +9 natural, –1 size)
hp 80 (7d10+42)
Fort +11, Ref +5, Will +9
Defensive Abilities uncanny dodge; DR 10/cold iron or lawful; Immune cold, poison, mind-affecting effects; Resist acid 10, electricity 10, fire 10
OFFENSE
Speed
30 ft.
Melee bite +12 (1d8+6), 4 tentacles +8 (1d4+3 plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks braincloud, horrific appearance (DC 15), constrict (1d4+6)
Spell-Like Abilities (CL 7th; concentration +9)
Constant—tongues
At will—command (DC 13)
3/day—charm person (DC 13), protection from law
1/day—charm monster (DC 16), dimension door
STATISTICS
Str
22, Dex 16, Con 23, Int 12, Wis 19, Cha 15
Base Atk +7; CMB +14 (+18 grapple); CMD 27 (31 vs. trip)
Feats Combat Reflexes, Improved Initiative, Skill Focus (Use Magic Device), Weapon Focus (tentacles)
Skills Escape Artist +13, Intimidate +16, Knowledge (planes) +11, Perception +18, Sense Motive +14, Stealth +9, Use Magic Device +19
Racial Modifiers +4 Intimidate, +4 Perception, +4 Use Magic Device
Languages Abyssal; telepathy 100 ft.
ECOLOGY
Environment
any (the Abyss)
Organization solitary, pair, or slaver band (3–10 plus 6–12 slaves of various races)
Treasure standard
SPECIAL ABILITIES
Braincloud (Su)
Once per round, in place of a melee attack with a tentacle, a shoggti can make a melee touch attack with the pincer on the end of that tentacle. If it hits, the target takes 1d4 points of Wisdom damage. Shoggti use this ability to mentally debilitate their victims so they can more easily use their charm spell-like abilities against them.
Horrific Appearance (Su) All qlippoth have such horrific and mind-rending shapes that those who gaze upon them suffer all manner of ill effects. A qlippoth can present itself as a standard action to assault the senses of all living creatures within 30 feet. Creatures that succumb to a shoggti’s horrific appearance (Will DC 15) become fascinated by the creature’s hypnotically wriggling tentacles and the strange, shimmering colors in its eyes. This effect persists for 1d6 rounds (but can be ended by the normal methods of defeating the fascinated condition). This ability is a mind-affecting gaze attack. The save DC is Charisma-based.
 

Utukku

Wriggling tendrils surround this creature’s single eye where a face should be, and sucker-tipped tentacles stretch from its shoulders.

The utukku specializes in a viciously subtle method of removing sinful souls from the cycle of mortal life. When an utukku builds a cult, it teaches its followers that if they follow its teachings, they will be rewarded not via transformation into a powerful outsider, but by assimilation into the Great Beyond itself. What greater glory than to be immortal as a fundamental part of reality? The souls of devout utukku cultists, as wicked and destructive as they were in life, do not transform into outsiders upon being judged, but instead form into new quintessence that then merges with the Abyss. In this way, these souls bolster the Abyss while simultaneously starving demonkind of the new souls they need to grow in number.  In its true shape, an utukku stands 7 feet tall and weighs 200 pounds.

CR 8 XP 4,800
CE
Medium outsider (chaotic, evil, extraplanar, qlippoth, shapechanger)
Init +9; Senses darkvision 60 ft.; Perception +17
DEFENSE
AC
21, touch 15, flat-footed 16 (+5 Dex, +6 natural)
hp 103 (9d10+54)
Fort +9, Ref +11, Will +11
DR 10/cold iron or lawful; Immune cold, mind-affecting effects, poison; SR 19
OFFENSE
Speed
30 ft.
Melee 2 slams +16 (2d6+7 plus consume humanity) or  touch +16 (consume humanity)
Special Attacks consume humanity, horrific appearance (DC 18)
Spell-Like Abilities (CL 8th; concentration +12)
Constant—nondetection
8/day—calming touch (1d6+8), rebuke death (1d4+4)
3/day—aid, cure moderate wounds, enthrall (DC 16), major image (DC 17)
1/day—create food and water, mass cure light wounds, plane shift (self only)
STATISTICS
Str
25, Dex 20, Con 23, Int 18, Wis 21, Cha 18
Base Atk +9; CMB +16; CMD 31
Feats Combat Reflexes, Deceitful, Improved Initiative, Lunge, Skill Focus (Stealth)
Skills Bluff +18, Diplomacy +13, Disguise +18, Knowledge (planes, religion) +16, Perception +17, Sense Motive +17, Spellcraft +16, Stealth +20, Use Magic Device +16
Languages Abyssal, Celestial, Common; telepathy 100 ft.
SQ change shape (consume humanity target; alter self), false prophet (Community, Healing), healer’s blessing, unity (1/day)
ECOLOGY
Environment
any (the Abyss)
Organization solitary or cult (1 utukku plus 2–20 cultists)
Treasure double
SPECIAL ABILITIES
Consume Humanity (Su)
When an utukku hits a humanoid with a slam attack, it siphons away some of that creature’s humanity, leaving its victim warped and deformed. The victim must succeed at a DC 18 Fortitude save or take 1d4 points of Charisma drain. An utukku can consume humanity as a touch attack instead. It can use change shape only to assume the appearance of the last humanoid it used this ability on. The save DC is Charisma-based.
False Prophet (Su) An utukku gains access to the granted powers of two domains as per a cleric of a level equal to its CR (8th level for the typical utukku), chosen from among the following: Community, Healing, Nobility, Protection, or Repose. Some utukku may have access to different domains.
Horrific Appearance (Su) All qlippoth have such horrific and mind-rending shapes that those who gaze upon them suffer all manner of ill effects. A qlippoth can present itself as a standard action to assault the senses of all living creatures within 30 feet. Creatures that succumb to an utukku’s horrific appearance (Will DC 18) are staggered for 1d4 rounds. This ability is a mind-affecting gaze attack. The save DC is Charisma-based.
 

Gorgoros

Numerous writhing, coiling tails support this serpent-headed beast. Its three eyes glow a sickly yellow.

The gorgoros delights in petrifying living creatures to serve as material for twisted artistic endeavors. These fiends emerge from walls to petrify and devour, and use their stone-altering magic to reshape battlefields—or petrified foes. Their grotesque art, made from resculpted victims, is short-lived; while gorgoroses don’t require sustenance, they enjoy feeding on the statues they create.  Even those who avoid petrification may not escape unscathed; it is rumored that the daughters of survivors are born with petrifying gazes and serpents for hair. Blasphemous whispers hint that this is how medusas originated.  A gorgoros measures a full 15 feet in length and weighs 6,000 pounds.

CR 9 XP 6,400
CE
Large outsider (chaotic, evil, extraplanar, qlippoth)
Init +8; Senses darkvision 60 ft.; Perception +20
DEFENSE
AC
23, touch 13, flat-footed 19 (+4 Dex, +10 natural, –1 size)
hp 114 (12d10+48)
Fort +12, Ref +12, Will +11
Defensive Abilities freedom of movement; DR 10/cold iron or lawful; Immune cold, mind-affecting effects, poison; Resist acid 10, electricity 10, fire 10; SR 20
OFFENSE
Speed
40 ft., burrow 40 ft., earth glide
Melee bite +21 (4d6+15)
Space 10 ft.; Reach 10 ft.
Special Attacks feast of stone, gaze, horrific appearance (DC 22), writhing tails
Spell-Like Abilities (CL 9th; concentration +13)
Constant—freedom of movement
At will—soften earth and stone, stone shape
1/day—transmute rock to mud, wall of stone
STATISTICS
Str
30, Dex 19, Con 18, Int 15, Wis 20, Cha 19
Base Atk +12; CMB +23; CMD 37 (can’t be tripped)
Feats Ability Focus (horrific appearance), Combat Reflexes, Improved Initiative, Iron Will, Power Attack, Vital Strike
Skills Acrobatics +19, Bluff +19, Climb +19, Knowledge (dungeoneering, planes) +17, Perception +20, Sense Motive +20, Stealth +15, Swim +19
Languages Abyssal, Aklo; telepathy 100 ft.
ECOLOGY
Environment
any (Abyss)
Organization solitary, pair, or circle (3–7)
Treasure standard
SPECIAL ABILITIES
Feast of Stone (Su)
As a standard action, a gorgoros can devour a Large or smaller petrified creature. When it consumes a creature this way, it regains 4d8+8 hit points and it gains hardness 8 for 1 minute. A petrified creature is slain by this effect.
Gaze (Su) A gorgoros’s gaze turns creatures to stone permanently (Fortitude DC 20 negates) and has a range of 30 feet. The gorgoros can make a gaze attack against a grappled creature as a swift action. The save DC is Charisma-based.
Horrific Appearance (Su) All qlippoth have such horrific and mind-rending shapes that those who gaze upon them suffer all manner of ill effects. A qlippoth can present itself as a standard action to assault the senses of all living creatures within 30 feet. Creatures that succumb to a gorgoros’s horrific appearance (Will DC 22) find their eyes drawn to the creature’s gaze and must immediately attempt a saving throw against its gaze attack. Affected creatures can’t avert or close their eyes, and treat creatures other than the gorgoros as having concealment. This ability is a mind-affecting gaze attack. The save DC is Charisma-based.
Writhing Tails (Ex) A gorgoros’s tails coil around any creature that draws near. All squares adjacent to a gorgoros are considered difficult terrain. At the beginning of its turn, the gorgoros’s tails can attempt a grapple combat maneuver check against each adjacent creature as a free action. On a successful check, its tails deal 1d6+6 points of damage and the foe is grappled, but the gorgoros is not considered grappled. The tails gain a +5 bonus on grapple combat maneuver checks against foes they’re already grappling. Each time the tails succeed at such a check, they deal 1d6+6 points of damage but can’t pin foes. If the gorgoros moves, all grappled creatures automatically move with it, but it can’t take creatures along when earth gliding.
 

Nyogoth

This appears to be a mass of floating intestines tangled around a fanged mouth—the tips of its coils also end in toothy maws.

The nyogoth’s role on the Abyss is that of a scavenger. Essentially mobile clumps of buoyant intestines, these writhing creatures squirt through the air in convulsive movements like an octopus gliding through water, and are constantly on the search for anything smaller than one of their many mouths (either the relatively small ones that pinch and gasp at the tips of their intestinal limbs or the larger gaping one at their cores). They can subsist on the waste and filth left behind by other denizens of the Abyss, but particularly enjoy feeding on still-living creatures. Despite their seemingly lowly role in Abyssal ecosystems, the nyogoths are far from stupid beasts. Most are nearly as intelligent as the average human, and are capable of solving relatively complex problems when it comes to securing the next meal. As outsiders, nyogoths do not need to eat to survive, yet this does not exempt them from hunger—a nyogoth that goes for longer than 12 hours without a meal becomes increasingly violent and erratic. Such a “starving” nyogoth typically fights to the death when the prospect of food is available, and may even resort to self-cannibalism, drinking its own spurting digestive juices from its wounds in a nauseating display. A typical nyogoth is 5 feet in diameter and weighs 260 pounds, although they are known to grow much larger.

CR 10 XP 9,600
CE
Medium outsider (chaotic, evil, extraplanar, qlippoth)
Init +5; Senses darkvision 60 ft.; Perception +17
DEFENSE
AC
24, touch 15, flat-footed 19 (+5 Dex, +9 natural)
hp 125 (10d10+70)
Fort +14, Ref +12, Will +7
Defensive Abilities acid spray; DR 10/lawful; Immune acid, cold, poison, mind-affecting effects; Resist electricity 10, fire 10
OFFENSE
Speed
5 ft., fly 30 ft. (good)
Melee 4 bites +15 (1d6+3/19–20 plus 1d4 acid), bite +15 (2d6+3/19–20 plus 1d4 acid)
Special Attacks horrific appearance (DC 18)
Spell-Like Abilities (CL 10th; concentration +13)
At will—acid arrow
7/day—fear (DC 17), protection from law
1/day—acid fog, dimension door
STATISTICS
Str
16, Dex 21, Con 24, Int 9, Wis 19, Cha 16
Base Atk +10; CMB +13; CMD 28 (can’t be tripped)
Feats Combat Reflexes, Improved Critical (bite), Power Attack, Vital Strike, Weapon Finesse
Skills Fly +22, Intimidate +16, Knowledge (planes) +12, Perception +17, Stealth +18
Languages Abyssal; telepathy 100 ft.
SQ flight
ECOLOGY
Environment
any (the Abyss)
Organization solitary or brood (2–8)
Treasure standard
SPECIAL ABILITIES
Acid Spray (Su)
A nyogoth’s body is full of highly corrosive digestive fluid. Every time a nyogoth is damaged by a piercing or slashing weapon, all creatures adjacent to the nyogoth take 1d6 points of acid damage (2d6 acid damage if the attack is a critical hit).
Horrific Appearance (Su) All qlippoth have such horrific and mind-rending shapes that those who gaze upon them suffer all manner of ill effects. A qlippoth can present itself as a standard action to assault the senses of all living creatures within 30 feet. Creatures that succumb to a nyogoth’s horrific appearance (Will DC 18) become nauseated for 1d8 rounds. This ability is a mind-affecting gaze attack. The save DC is Charisma-based.
 

Gongorinan

This human-sized, crab-like creature scuttles on six stumpy legs, and each of its four arms sports a different method of inflicting pain.

The gongorinans are the spawn of the qlippoth lord Yamasoth, although one could be forgiven for thinking of them less as offspring and more as parasites. A gongorinan’s basic shape resembles that of an immense, stocky crab, save that it lacks crabs’ aquatic adaptations—gongorinans are terrestrial creatures. A typical gongorinan has no fewer than a dozen stalked eyes, and is capable of extending these eyes from the upper edges of its body just above its mouth to a length of nearly 3 feet, giving it extraordinary vision in all directions. A gongorinan’s mouth is a complex tangle of sliding plates and toothy ridges that rasp and shriek against each other as it speaks and chews, but despite their frightening shapes, these mouthparts are ill-suited for making physical attacks; the gongorinan relies upon its arms for that. Each gongorinan has four arms, and each is a different, highly specialized appendage. The humanoid arm is used for fine manipulation or wielding weapons, while the mantis-like claw is used to shred flesh and create deep, bleeding wounds. The needle-covered tentacle is used to sting and inject a painful poison to stagger foes, while the pincer is used to snatch and hold victims close for oviposition.  A typical gongorinan stands about 6 feet tall and weighs 800 pounds. When at rest, a gongorinan retracts its limbs into its rock-encrusted body, allowing it to appear remarkably like nothing more than a large, misshapen boulder. Larger specimens known as elder gongorinans exist (and often have additional and even more dangerous arms), but these are quite rare save for in realms where Yamasoth’s influence is strong.    All gongorinans carry a brood of horrific egg masses, yet these eggs are not used for the propagation of their kind (a process governed by a more traditional and nightmarish method best left undescribed). Instead, these eggs carry within their stony shells a raw quintessence of the Abyss, infused with the ichor-seed of the gongorinans’ lord Yamasoth. Whereas most creatures are driven to breed and multiply, the gongorinans are instead driven to seek out humanoid hosts for their eggs. The implantation happens via the gongorinan’s mouth and a hideous ovipositor that’s neither tongue nor toothed, prolapsing throat, but something worse. Fortunately for most who might encounter a gongorinan, the oviposition process leaves the horrid qlippoth open to attack and cannot be performed quickly, yet to a lone adventurer caught and overwhelmed by a gongorinan, this is small comfort indeed.  Once an egg has been implanted, it takes many days to grow, and the gongorinan prefers to carry the unfortunate host off to restrain it in a hidden location for the duration. Victims are often cocooned in webs while the egg gestates. As it grows, the egg feeds on the victim’s mind, absorbing the victim’s intellect until it has reduced the host to a drooling wreck. At this point, the egg doesn’t hatch so much as it merge with the host, effecting a horrific and permanent transformation into a monstrous form. The gongorinan can influence this ultimate form as it lays its egg. It typically chooses powerful creatures already found in the region, for these “young” are loyal to their parent and serve it as guardians or playthings. Victims retain no portion of their previous personality, but those who have been rescued from this horrific fate via powerful magic do retain memories of their time as a monstrosity. Many never quite recover from these ordeals, and often develop a peculiar form of madness in which they regard their life as a monster as having been their true life, and their true form and life as the curse. The most despondent seek the promise of peace through suicide rather than endure the dreams of their life as a monster—dreams that carry within them a most horrible longing to return to the qlippoth’s arms.  Gongorinans are an industrious breed of qlippoth, and wherever they find themselves, they invariably form hive-like complexes in which to live. These gongorinan “cities” are labyrinthine affairs with plenty of chambers for their transformed children. In the Abyss, gongorinan hives can grow truly immense, with populations in the thousands, but the Material Plane is no stranger to their hive cities.  

CR 11 XP 12,800
CE
Medium outsider (chaotic, evil, extraplanar, qlippoth)
Init +10; Senses darkvision 60 ft.; Perception +18
DEFENSE
AC
27, touch 17, flat-footed 20 (+6 Dex, +1 dodge, +10 natural)
hp 137 (11d10+77)
Fort +14, Ref +13, Will +7
Defensive Abilities all-around vision, freedom of movement; DR 10/lawful; Immune acid, cold, mind-affecting effects, polymorph effects; Resist electricity 10, fire 10; SR 22
OFFENSE
Speed
40 ft., climb 40 ft.; air walk
Melee +1 scimitar +18/+13/+8 (1d6+7/15–20), claw +15 (1d8+3 plus bleed), pincer +15 (1d6+3 plus grab), sting +15 (1d4+3 plus poison)
Special Attacks bleed (1d6), constrict (1d6+7), horrific appearance (DC 20), oviposition, web (+17 ranged, DC 22, 11 hp)
Spell-Like Abilities (CL 11th; concentration +16)
Constant—air walk, freedom of movement
At will—statue
3/day—baleful polymorph (DC 20), protection from law
1/day—dimension door, mass reduce person (DC 19), polymorph any object (DC 23)
STATISTICS
Str
23, Dex 23, Con 24, Int 13, Wis 18, Cha 20
Base Atk +11; CMB +17; CMD 34 (42 vs. trip)
Feats Combat Reflexes, Dodge, Improved Critical (scimitar), Improved Initiative, Multiattack, Power Attack
Skills Acrobatics +20, Climb +28, Disguise +19 (+27 as a boulder while in statue form), Knowledge (arcana) +15, Perception +18, Stealth +20 (+28 among rocks), Swim +17
Racial Modifiers +8 Disguise as a boulder while in statue form, +8 Stealth among rocks
Languages Abyssal; telepathy 100 ft.
ECOLOGY
Environment
any underground (Abyss)
Organization solitary, pair, or cast (3–10)
Treasure standard (+1 scimitar, other treasure)
SPECIAL ABILITIES
Horrific Appearance (Su)
All qlippoth have such horrific and mind-rending shapes that those who gaze upon them suffer all manner of ill effects. A qlippoth can present itself as a standard action to assault the senses of all living creatures within 30 feet. Those who succumb to a gongorinan’s horrific appearance (Will DC 20) become confused for 1d4 rounds. This ability is a mind-affecting gaze attack. The save DC is Charisma-based.
Oviposition (Su) A gongorinan can implant a stony egg the size of a human heart in the body of any Small or larger pinned, helpless, or willing creature as a full-round action that provokes attacks of opportunity. This action deals 1d4 points of Constitution damage to the victim. If the victim survives this damage, the egg takes root deep in the victim’s body, links to its mind, and begins gestating. The egg grows rapidly, dealing 1 point of Intelligence drain every day. Once this Intelligence drain affects a creature that has an effective Intelligence score of 1, the egg “hatches” inside of the victim. This causes the victim to immediately transform into a horrid animal, aberration, magical beast, or vermin (the exact choice is made by the gongorinan according to its strange goals and unknowable desires), whereupon it begins living out its new life via pure instinct—this effect otherwise functions as baleful polymorph with the creature having failed its secondary Will save to retain its personality. A gongorinan can command the actions of a creature that has undergone this transformation as if the victim had been affected by dominate monster (this works even on creatures that are normally immune to such effects as a result of being mindless) as long as the gongorinan is within 120 feet of the creature. The effect can be reversed by break enchantment (DC 22—treat the gongorinan’s Hit Dice as the caster level), but cannot be dispelled.
Poison (Ex) Sting—injury; save Fort DC 22; frequency 1/round for 6 rounds; effect 1d3 Strength damage and staggered for 1 round; cure 2 consecutive saves. The save DC is Constitution-based.

ELDER GONGORINAN  
An elder gongorinan is a Large creature with at least 4 additional Hit Dice. For every 4 additional Hit Dice an elder gongorinan has, it gains an additional arm—these additional arms may duplicate an existing claw, sting, pincer, or hand. An elder gongorinan with additional hands can make additional weapon attacks, but these are all treated as off-hand attacks.
Some elder gongorinans have different arms; listed below are four examples of potential additional limbs.  
Club: This whiplike arm ends in a bony growth that delivers a slam attack. A creature struck by this attack must succeed at a Fortitude saving throw or be staggered for 1 round (DC = 10 + 1/2 the gongorinan’s Hit Dice + its Strength modifier).  
Serpent: This arm is a serpent capable of delivering a bite attack injecting poison that deals Constitution damage rather than Strength damage.  
Whip: This arm is a thin, segmented limb tipped with a long tendril. The arm deals slashing damage on a hit, has 5 feet more reach than normal, and attempts a free trip attack if it hits a target.  
Worm: This arm ends in a maw capable of making a bite attack. On a hit, the bite inflicts confusion for 1d3 rounds unless the victim makes a successful Will save (DC = 10 + 1/2 the gongorinan’s Hit Dice + its Charisma modifier).  

 

Chernobue

This slippery, writhing mass of tentacles and stalked mouths has one huge hideous eye and a fanged maw for a belly.

The chernobue is a living manifestation of the vile fecundity of the Abyss—a monstrous, alien pregnancy made flesh. By infecting creatures with the Abyssal taint they carry, they spread pain and misfortune wherever they flop and writhe—and with their plane shift ability, they are ready to spread their filth throughout the multiverse. A chernobue is 13 feet long and weighs 500 pounds.

CR 12 XP 19,200
CE
Large outsider (chaotic, evil, extraplanar, qlippoth)
Init +4; Senses darkvision 60 ft., scent; Perception +18
Aura misfortune (30 ft.)
DEFENSE
AC
27, touch 13, flat-footed 23 (+4 Dex, +14 natural, –1 size)
hp 150 (12d10+84)
Fort +15, Ref +10, Will +11
DR 10/lawful; Immune cold, poison, mind-affecting effects; Resist acid 10, electricity 10, fire 10; SR 23
Weaknesses light vulnerability
OFFENSE
Speed
40 ft.
Melee 2 slams +19 (1d6+8/19–20 plus 1 Con damage), bite +19 (2d6+8 plus poison), 2 tentacles +14 (1d6+4)
Space 10 ft.; Reach 5 ft. (10 ft. with slams and tentacles)
Special Attacks horrific appearance (DC 20)
Spell-Like Abilities (CL 12th; concentration +16)
Constant—air walk, arcane sight
At will—chaos hammer (DC 18), darkness
3/day—confusion (DC 18), quickened darkness, dispel magic, protection from law
1/day—plane shift (DC 21)
STATISTICS
Str
26, Dex 18, Con 24, Int 13, Wis 17, Cha 19
Base Atk +12; CMB +21; CMD 35 (39 vs. trip)
Feats Blind-Fight, Improved Critical (slam), Lightning Reflexes, Power Attack, Quicken Spell-Like Ability (darkness), Vital Strike
Skills Acrobatics +19 (+23 jump), Escape Artist +19, Intimidate +19, Knowledge (planes) +16, Perception +18, Sense Motive +18, Stealth +15
Languages Abyssal; telepathy 100 ft.
ECOLOGY
Environment
any (the Abyss)
Organization solitary, pair, or gang (3–6)
Treasure standard
SPECIAL ABILITIES
Aura of Misfortune (Su)
A chernobue radiates an aura of evil malaise to a radius of 30 feet. All lawful or good creatures in this area take a –1 penalty on attack rolls and weapon damage rolls. Lawful good creatures take a –3 penalty and upon first entering the aura must make a DC 20 Fortitude save or be sickened for as long as they remain in the area. This ability is Charisma-based.
Horrific Appearance (Su) All qlippoth have such horrific and mind-rending shapes that those who gaze upon them suffer all manner of ill effects. A qlippoth can present itself as a standard action to assault the senses of all living creatures within 30 feet. Creatures that succumb to a chernobue’s horrific appearance (Will DC 20) become paralyzed with disgust for 2d6 rounds; a paralyzed creature gets a new save each round to recover from the effect, provided he is no longer aware of the chernobue or within 30 feet of it. This ability is a mind-affecting gaze attack. The save DC is Charisma-based.
Light Vulnerability (Ex) A chernobue within an area of bright light takes 1 point of Constitution damage per minute it remains in the area.
Poison (Su) Bite—injury; save Fort DC 23; frequency 1/round for 6 rounds; effect 1d2 Con drain; cure 1 save. The thick, orange poison injected by a chernobue is semi-alive. As soon as the poisoned victim is cured of the poison (by making a save, being targeted with an effect like neutralize poison, or enduring the full duration of the poison), the orange fluid bursts from the victim’s body, causing 1d6 Charisma damage and rendering the victim unconscious for 2d6 rounds unless he makes a final DC 23 Fortitude save. The save DC is Constitution-based.
 

Behimiron

This monstrous fiend resembles a titan beetle with a sagging, elephantine hide stretched over its spiny carapace.

Behimirons are unholy creatures born from the corruption of death itself. In a profane parody of natural birth, they slay living beings in order to use the corpses as incubators for their insectoid spawn. As with all qlippoth, behimirons are concerned more with the demons infesting the Abyss than with mortal life, and prefer butchering demons to serve as hosts for their spawn.  A behimiron’s body measures 15 feet across, or 20 feet with trunk and antennae, and it weighs over 6 tons.

CR 13 XP 25,600
CE
Huge outsider (chaotic, evil, extraplanar, qlippoth)
Init +9; Senses darkvision 60 ft.; Perception +23
DEFENSE
AC
28, touch 13, flat-footed 23 (+5 Dex, +15 natural, –2 size)
hp 189 (14d10+112)
Fort +17, Ref +11, Will +15
Defensive Abilities spines; DR 10/lawful; Immune cold, mind-affecting effects, negative energy, poison; Resist acid 10, electricity 10, fire 10; SR 24
OFFENSE
Speed
30 ft.
Melee bite +23 (4d6+11), slam +23 (2d8+16), 4 antennae +18 touch (rot)
Space 15 ft.; Reach 15 ft. (20 ft. with slam)
Special Attacks create spawn, horrific appearance (DC 20), rot
Spell-Like Abilities (CL 13th; concentration +16)
At will—ray of exhaustion (DC 16)
3/day—enervation, hold monster (DC 18)
1/day—power word stun
STATISTICS
Str
32, Dex 21, Con 26, Int 7, Wis 22, Cha 17
Base Atk +14; CMB +27; CMD 42 (can’t be tripped)
Feats Blind-Fight, Combat Casting, Combat Reflexes, Improved Initiative, Lightning Reflexes, Power Attack, Vital Strike
Skills Climb +28, Knowledge (planes) +15, Perception +23, Stealth +14
Languages Abyssal; telepathy 100 ft.
ECOLOGY
Environment
any (Abyss)
Organization solitary, pair, or cluster (3–6)
Treasure incidental
SPECIAL ABILITIES
Create Spawn (Ex
) Once per day, a behimiron can plunge its trunk into a Small or larger corpse to swiftly consume the body’s entrails, muscles, and skeleton, then shed its trunk in the hollowed-out body. This takes only 1 round, during which time the behimiron can activate its horrific appearance as a free action (creatures take a –4 penalty on saves against this activation of this ability). After this, the behimiron loses its slam attack for 1 hour, at which point the behimiron is affected by heal (CL 13th) and grows a new trunk. During the course of this hour, the corpse swells and bloats, then rises as a fully grown, free-willed behimiron. A corpse savaged in this way can be restored to life only via wish, miracle, or true resurrection.
Horrific Appearance (Su) All qlippoth have such horrific and mind-rending shapes that those who gaze upon them suffer all manner of ill effects. A qlippoth can present itself as a standard action to assault the senses of all living creatures within 30 feet. Creatures that succumb to a behimiron’s horrific appearance (Will DC 20) become nauseated for 1d4 rounds as they imagine the hideous sensation of the monster’s trunk digging through their flesh. This ability is a mind-affecting gaze attack. The save DC is Charisma-based.
Powerful Slam (Ex) The behimiron’s trunk can make a slam attack with a reach of 20 feet. Attacks from this trunk always apply 1-1/2 times the qlippoth’s Strength modifier to damage.
Rot (Su) A behimiron’s antennae are secondary natural touch attacks. A creature touched by an antenna must succeed at a DC 25 Fortitude save or portions of its flesh rot away. This deals 1 point of Strength damage and 1 point of Constitution damage. The save DC is Constitution-based.
Spines (Ex) When a creature makes a non-reach melee attack against a behimiron, it must attempt a DC 22 Reflex save. A creature that fails this save takes 1d8 points of piercing damage as the qlippoth’s spines reflexively stab at the attacker. The save DC is Dexterity-based.
 

Augnagar

This enormous, spider-like creature has three clawed tails and eight legs connected by leathery webs of flesh.

The immense augnagar is relatively slow-witted. As an outsider, it does not need to eat to survive, yet it remains ravenous and feeds on anything it can overpower. The augnagar prefers the taste of well-rotted flesh— particularly rotted demon flesh—and the horrific curse its bite imparts flavors its meals perfectly. Yet the augnagar’s favorite feast is of a much more cannibalistic type. These creatures find the flesh of their own kind to be the greatest delicacy. When an augnagar feeds upon enough of its own kind, it grows enormously bloated such that it can no longer fly, at which point it uses its clawed tails to tear its body apart in a frenzy of self-destruction. From this storm of torn fat and shredded viscera emerges a fully grown thulgant qlippoth—a creature similar in shape to an augnagar, yet much more intelligent and even more dangerous. An augnagar has a wingspan of 30 feet and weighs 6,000 pounds.

CR 14 XP 38,400
CE
Huge outsider (chaotic, evil, extraplanar, qlippoth)
Init +3; Senses blindsight 30 ft., darkvision 60 ft., scent, true seeing; Perception +22
DEFENSE
AC
29, touch 7, flat-footed 29 (–1 Dex, +22 natural, –2 size)
hp 203 (14d10+126)
Fort +18, Ref +10, Will +9
DR 10/lawful; Immune cold, poison, mind-affecting effects; Resist acid 10, electricity 10, fire 10
OFFENSE
Speed
50 ft., climb 50 ft., fly 50 ft. (average)
Melee bite +23 (2d6+11 plus 1d8 bleed and rotting curse), 3 claws +23 (1d8+11 plus 1d8 bleed)
Space 15 ft.; Reach 15 ft. (30 ft. with claws)
Special Attacks bleed, horrific appearance (DC 21)
Spell-Like Abilities (CL 14th; concentration +18)
Constant—true seeing
3/day—dimension door, protection from law
1/day—waves of exhaustion
STATISTICS
Str
32, Dex 9, Con 28, Int 5, Wis 20, Cha 19
Base Atk +14; CMB +27; CMD 36 (44 vs. trip)
Feats Flyby Attack, Hover, Improved Initiative, Improved Vital Strike, Lightning Reflexes, Power Attack, Vital Strike
Skills Climb +19, Fly +12, Perception +22, Stealth +24
Racial Modifiers +16 Stealth
Languages Abyssal; telepathy 100 ft.
ECOLOGY
Environment
any (Abyss)
Organization solitary
Treasure standard
SPECIAL ABILITIES
Horrific Appearance (Su)
All qlippoth have such horrific and mind-rending shapes that those who gaze upon them suffer all manner of ill effects. A qlippoth can present itself as a standard action to assault the senses of all living creatures within 30 feet. Creatures that succumb to an augnagar’s horrific appearance (Will DC 21) are driven momentarily insane. This results in 2 points of Charisma damage and leaves the victim confused for 1d3 rounds. This ability is a mind-affecting gaze attack. The save DC is Charisma-based.
Rotting Curse (Su): Bite— injury; save Fort DC 26; Frequency 1/ day; Effect 1d6 Con drain plus constant stench. A creature that suffers the rotting curse imparted by an augnagar’s bite displays hideous, festering wounds that exude a horrific stench. This functions as the stench universal monster rule , save that it affects all creatures except those that are immune to poison. The victim of this curse receives no saving throw to avoid becoming sickened by the stench, but other creatures can attempt a DC 26 Fortitude save to negate this condition—those who fail remain sickened as long as they remain within 30 feet of the cursed victim. The horrific stench also imparts a –8 penalty on all Stealth checks made by the cursed victim. The save DC is Constitution-based.
 

Cataboligne

Spiked clubs extend from each end of this six-legged fiend. A spiky growth sticks up from its back, and a mouth yawns in its belly.  

Catabolignes are the devastating siege engines of the qlippoth, rampaging among demonic fortifications and unmaking everything in their path. The treelike growth on a cataboligne’s back is capable of unleashing a beam of entropic power that turns all it touches to dust, while its mouth drools a terrible flesh-eating poison. Oddly, catabolignes do not seem hostile toward proteans, who will often merrily lead these devastating qlippoth on destructive sprees.  A cataboligne is 30 feet tall and 40 feet long, and weighs 16 tons.

CR 16 XP 76,800
CE
Gargantuan outsider (chaotic, evil, extraplanar, qlippoth)
Init +9; Senses blindsight 120 ft., darkvision 60 ft.; Perception +26
DEFENSE
AC
31, touch 31, flat-footed 26 (+5 Dex, +20 natural, –4 size)
hp 241 (21d10+126)
Fort +18, Ref +17, Will +11
Defensive Abilities deflective carapace; DR 15/cold iron and lawful; Immune cold, mind-affecting effects, poison; Resist acid 10, electricity 10, fire 10; SR 27
OFFENSE
Speed
50 ft.
Melee bite +26 (4d8+7 plus poison), 2 slams +31 (3d6+14/19–20)
Space 20 ft.; Reach 20 ft.
Special Attacks demolish, devastating strike, disintegration beam, horrific appearance (DC 24)
STATISTICS
Str
38, Dex 21, Con 22, Int 3, Wis 14, Cha 19
Base Atk +21; CMB +39 (+41 bull rush, +43 sunder); CMD 54 (56 vs. bull rush and sunder)
Feats Awesome Blow, Bleeding Critical, Combat Reflexes, Critical Focus, Greater Sunder, Improved Bull Rush, Improved Critical (slam), Improved Initiative, Improved Sunder, Iron Will, Power Attack
Skills Perception +26, Swim +38
Languages Abyssal; telepathy 100 ft.
ECOLOGY
Environment
any (Abyss)
Organization solitary, pair, or siege (3–4)
Treasure incidental
SPECIAL ABILITIES
Bite (Ex)
A cataboligne’s bite is a secondary attack.
Deflective Carapace (Su) A cataboligne’s touch AC is modified by armor and natural armor bonuses.
Demolish (Ex) As a full-round action, a cataboligne deals 12d6+28 points of damage to an adjacent structure.
Devastating Strike (Ex) A cataboligne’s slam attacks ignore the first 10 points of hardness of objects and creatures it damages. A creature struck with a critical hit from a cataboligne’s tail slap must succeed at a DC 34 Fortitude save or be stunned for 1 round. The save DC is Strength-based.
Disintegration Beam (Su) As a standard action once every 1d4 rounds, a cataboligne can unleash a concentrated beam of pure obliteration from the spiky growth on its back. The cataboligne makes a separate ranged touch attack roll against each creature in a 60-foot line. Roll to confirm each critical threat separately. A creature or object hit by the disintegration beam takes 20d6 points of damage. An affected creature can reduce the damage to 5d6 with a successful DC 26 Fortitude save. Any creature reduced to 0 hit points or fewer by the disintegration beam is turned to dust and killed, as per disintegrate. The save DC is Constitution-based.
Horrific Appearance (Su) All qlippoth have such horrific and mind-rending shapes that those who gaze upon them suffer all manner of ill effects. A qlippoth can present itself as a standard action to assault the senses of all living creatures within 30 feet. Creatures that succumb to a cataboligne’s horrific appearance (Will DC 24) feel as though their bodies were falling to pieces. Affected creatures take 1d4 points of Dexterity damage. This ability is a mind-affecting gaze attack. The save DC is Charisma-based.
Poison (Ex) Bite—injury; save Fort DC 26; frequency 1/round for 6 rounds; effect 1d4 Constitution drain plus stunned for 1 round; cure 2 consecutive saves. The save DC is Constitution-based.
 

Thulgant

This monster has ten spidery legs, a head writhing with dripping tentacles above a clutch of red eyes, and three whipping stingers.

The dreaded thulgant is among the most dangerous of the qlippoth, for it supports an array of deadly and painful physical attacks with a wide range of potent magical powers. Born from the cannibalistic orgies of augnagar qlippoth, each thulgant exists for one purpose only—the eradication of all demons from the Abyss. Yet thulgants do not spend all of their lives hunting and destroying demons. They rule horrific hives deep in the Abyss populated by all manner of hideous minions, many of which are bound into servitude via binding spells. These qlippoth are fond of decorating their lairs with petrified or enstasised victims of great power—the more powerful the victims, the greater the prestige held by the thulgant.

CR 18 XP 153,600
CE
Large outsider (chaotic, evil, extraplanar, qlippoth)
Init +12; Senses darkvision 60 ft., true seeing; Perception +31
Aura cloak of chaos (DC 25)
DEFENSE
AC
33, touch 25, flat-footed 21 (+4 deflection, +12 Dex, +8 natural, –1 size)
hp 290 (20d10+180); fast healing 10
Fort +25, Ref +30, Will +18
Defensive Abilities displacement, evasion, freedom of movement; DR 15/cold iron and lawful; Immune acid, cold, poison, mind-affecting effects; Resist electricity 10, fire 10; SR 25 vs. lawful spells and creatures
OFFENSE
Speed
40 ft., climb 40 ft., fly 60 ft. (good)
Melee 3 stings +27 (1d6+8/19–20 plus ability drain), 5 tentacles +22 (1d6+4 plus 2d6 acid)
Space 10 ft.; Reach 10 ft.
Special Attacks horrific appearance (DC 27), savage stingers
Spell-Like Abilities (CL 18th; concentration +25)
Constant—cloak of chaos (DC 25), displacement, freedom of movement, true seeing
At will—dimension door, greater dispel magic, telekinesis (DC 22)
3/day—quickened dimension door, flesh to stone (DC 23), word of chaos (DC 24)
1/day—binding (DC 25), plane shift (DC 24), telekinetic sphere (DC 25), temporal stasis (DC 25)
STATISTICS
Str
26, Dex 34, Con 29, Int 24, Wis 27, Cha 25
Base Atk +20; CMB +29; CMD 55 (71 vs. trip)
Feats Combat Expertise, Combat Reflexes, Critical Focus, Greater Vital Strike, Improved Critical (sting), Improved Vital Strike, Lightning Reflexes, Quicken Spell-Like Ability (dimension door), Staggering Critical, Vital Strike
Skills Acrobatics +35 (+39 jump), Bluff +30, Climb +36, Fly +33, Intimidate +27, Knowledge (arcana) +27, Knowledge (history) +30, Knowledge (planes) +30, Perception +31, Sense Motive +31, Spellcraft +27, Stealth +31, Use Magic Device +30
Languages Abyssal; telepathy 100 ft.
SQ demon hunter
ECOLOGY
Environment
any (Abyss)
Organization solitary, pair, or patrol (3–4)
Treasure double
SPECIAL ABILITIES
Ability Drain (Su)
A thulgant’s stingers each drain a different ability score on a hit. One stinger drains 1d4 points of Strength, another drains 1d4 points of Dexterity, and the third drains 1d4 points of Charisma. Any sting’s drain is negated by a DC 29 Fortitude save. The save DC is Constitution-based.
Demon Hunter (Ex) A thulgant gains a +10 racial bonus on caster level checks to penetrate the spell resistance of any demon. Its attacks are treated as cold iron and good against demons.
Horrific Appearance (Su) All qlippoth have such horrific and mind-rending shapes that those who gaze upon them suffer all manner of ill effects. A qlippoth can present itself as a standard action to assault the senses of all living creatures within 30 feet. Creatures that succumb to a thulgant’s horrific appearance (Will DC 27) are stunned for 1d4 rounds and take 1d6 points of Wisdom damage. This ability is a mind-affecting gaze attack. The save DC is Charisma-based.
Savage Stingers (Ex) If a thulgant hits a single target with all three stings in the same round, it tears through the victim’s body, dealing an extra 3d6+12 points of damage and draining an additional 2 ability points from all six of the victim’s ability scores. A single DC 29 Fortitude save negates all of this additional ability drain. The save DC is Constitution-based.
 

Iathavos

This immense creature has four bat-like wings and a spherical body. Red eyes peer from all sides, and two huge claws dangle below.

The most terrible of the qlippoth, with the exception of the qlippoth lords, is doubtless the immense iathavos. Believed by many to be a singular entity, a unique qlippoth so abhorrent that even the Abyss cannot bear to allow more than one to exist at any one time, the iathavos is often encountered attended by numerous nyogoth qlippoth that squirm over its body or under its bulk, feeding upon the wastes and fragments left behind by its shuddersome passing. These nyogoths are invariably other creatures that the iathavos has absorbed and remade—they represent one of the most heinous fates that could await would-be explorers of the deepest Abyssal rifts. The iathavos crusades against the demonic scourge, but the monster does not limit its attentions to seeking out and destroying demons in preparation for the return of the Abyss to qlippoth rule. Indeed, the iathavos has the ability to shift among the various planes of the multiverse, and often travels to Material Plane worlds to systematically scour realms clean of mortal life, thus ensuring that these worlds can no longer provide the raw materials—sinful mortal souls—the Abyss relies upon to create new demons. Worlds visited by the iathavos are notable for the widespread devastation and the unusually large populations of nyogoths that remain behind to consume every last speck of decay the iathavos leaves behind. The iathavos can be called via the most powerful spells, such as gate, but its immunity to mind-affecting effects and its vast size ensure that only the most desperate or most insane ever attempt such a self-destructive act. In all known cases, the deliberate conjuration of the iathavos to another world has done little more than draw the attention of the powerful creature to that world, so that even if it is banished back to the Abyss before it can cause too much devastation, the iathavos remembers the visit. It often returns under its own power at a later date to pursue its own goals on the newly discovered world. Only if the iathavos is presented with defenders that prevent it from achieving its destructive ruin does it flee back to the Abyss via plane shift— in such cases, the qlippoth often waits for centuries or even millennia before returning to that world, for there are always easier realms to destroy. The iathavos is a powerful and horrifying monster made all the more devastating by its incredible intellect. The creature takes care to plan its major assaults on demonic enclaves or mortal cities, even though it is powerful enough that few creatures in the multiverse can give it pause. When the iathavos is slain, the multiverse typically has only a relatively short time before the Abyss births a replacement monstrosity for the defeated qlippoth. This newly born iathavos is an entirely new creature—it does not share the memories of the previous incarnation, nor does it possess any advanced hit dice or class levels the previous monster may have gained, yet its appetite and hatred for demonic life and the sins that create such life remain constant and unending. To call such an iathavos a “newborn” is somewhat misleading. Although technically a freshly created creature, newborn iathavoses do not undergo a “childhood.” They form fully grown, as presented here. Yet with each new incarnation of the qlippoth monstrosity, changes can occur. A new iathavos might have slightly different spell-like abilities, for example, or the nature of its horrific appearance might change from that presented here. As an iathavos continues to hunt and destroy, it grows more powerful—an advanced iathavos typically gains more racial Hit Dice as a result. An iathavos that gains power by taking class levels is not unheard of, but it is quite rare— most who do take levels in sorcerer.

CR 20 XP 307,200
CE
Colossal outsider (chaotic, evil, extraplanar, qlippoth)
Init –1; Senses all-around vision, darkvision 60 ft., low-light vision; Perception +37
Aura cloak of chaos (DC 26), stench (DC 32, 10 rounds)
DEFENSE
AC
37, touch 7, flat-footed 37 (+4 deflection, –1 Dex, +2 insight, +30 natural, –8 size)
hp 372 (24d10+240); fast healing 15
Fort +28, Ref +15, Will +28
Defensive Abilities ichor, never surprised or flat-footed; DR 15/cold iron and lawful; Immune cold, poison, mind-affecting effects; Resist acid 30, electricity 10, fire 10; SR 31
OFFENSE
Speed
20 ft., fly 50 ft. (perfect)
Melee 2 claws +31 (4d6+15/19–20 plus grab), 4 wings +26 (2d8+7)
Space 30 ft.; Reach 30 ft.
Special Attacks abyssal transformation, entropic beams, horrific appearance (DC 30)
Spell-Like Abilities (CL 20th; concentration +28)
Constant—cloak of chaos (DC 26), foresight, freedom of movement, true seeing
At will—dimension door, dispel law, greater dispel magic, magic missile, plane shift (DC 25), wind walk, word of recall
3/day—black tentacles, dimensional lock, horrid wilting (DC 26), insanity (DC 25), word of chaos (DC 25)
1/day—quickened heal, imprisonment (DC 27)
STATISTICS
Str
40, Dex 8, Con 31, Int 29, Wis 30, Cha 27
Base Atk +24; CMB +47 (+51 grapple); CMD 62 (can’t be tripped)
Feats Awesome Blow, Critical Focus, Greater Vital Strike, Improved Bull Rush, Improved Critical (claw), Improved Vital Strike, Lightning Reflexes, Power Attack, Quicken Spell-Like Ability (heal), Spell Penetration, Staggering Critical, Vital Strike
Skills Bluff +35, Escape Artist +23, Fly +26, Intimidate +35, Knowledge (arcana) +36, Knowledge (dungeoneering) +33, Knowledge (geography) +33, Knowledge (history) +33, Knowledge (planes) +36, Knowledge (religion) +33, Perception +37, Sense Motive +37, Spellcraft +36, Stealth +10, Use Magic Device +35
Languages Abyssal; telepathy 300 ft.
ECOLOGY
Environment
any (Abyss)
Organization solitary
Treasure double
SPECIAL ABILITIES
Abyssal Transformation (Su)
If an iathavos establishes a hold on a creature of Large or smaller size, it can place that creature deep within the bristly folds of its flesh. Treat this as an engulf attack , except that at the start of the iathavos’s turn, an engulfed creature must make a DC 30 Fortitude save or be transformed into a nyogoth qlippoth that immediately squirms out of the iathavos’s body to serve its new master. Creatures transformed into nyogoths are not controlled by the iathavos, but function and behave as if they were typical members of that species—they retain no memories or abilities they may have possessed in their previous lives. Items held or worn by the unfortunate victim remain lodged within the folds of the iathavos’s body and can only be retrieved if the iathavos is helpless or dead. A creature transformed into a nyogoth in this manner can be restored to its true shape via break enchantment, miracle, or wish. Otherwise, slaying the nyogoth allows the poor soul to be restored to life via reincarnation, resurrection, or true resurrection. The save DC is Charisma-based.
Entropic Beams (Su) As a standard action once every minute, an iathavos can fire beams of entropic energy from its 10 eyes. Each of these beams of energy can be directed at a single target within 300 feet of the iathavos, but no more than one beam may be directed at any one creature. Beams that are not directed at a creature are wasted. The qlippoth must make a +15 ranged touch attack to hit with each beam. Each beam has the same effect as a CL 20th disintegrate (40d6 damage, DC 32 Fortitude partial for 5d6 damage), except a creature killed by this damage explodes in a 5-foot burst of energy, flesh, shadow, and smoke instead of turning into dust. Any creature in this burst must make a DC 32 Will save or be staggered for 1 round. The save DCs are Constitution-based.
Horrific Appearance (Su) All qlippoth have such horrific and mind-rending shapes that those who gaze upon them suffer all manner of ill effects. A qlippoth can present itself as a standard action to assault the senses of all living creatures within 30 feet. Creatures that succumb to the iathavos’s horrific appearance (Will DC 30) are affected by a feeblemind effect and permanently blinded. This ability is a mind-affecting gaze attack. The save DC is Charisma-based.
Ichor (Su) As long as the iathavos has taken any hit point damage, thick and stringy ropes of black ichor weep from the fissures and folds in its bristly hide. This ichor extrudes from the creature’s body in a writhing nimbus of filaments at a rate of 5 feet per round, to a maximum range equal to its reach (30 feet). At the start the iathavos’s turn, all creatures in reach of these strands of ichor must make a DC 32 Reflex save or become entangled. At the start the iathavos’s turn, all creatures entangled by the ichor take 4d6 points of acid damage. If the qlippoth ends its turn with no hit point damage, the ichor melts away into harmless mist, releasing all entangled creatures. The save DC is Constitution-based.
Stench (Su) The iathavos’s stench ability is supernaturally disgusting—creatures that succumb to this ability are nauseated, while those that save are still sickened.
 

Thuskchoon

This sluglike creature leaves a swath of tar wherever he goes, and his upper body opens into a gaping, sludge-dripping mouth.

Not all of the qlippoth lords have alien intelligences that outstrip the minds of most mortals. In the case of Thuskchoon, the qlippoth lord’s intellect is replaced almost entirely by a ravenous need to consume and feed. Now and then, the qlippoth lord gains flashes of insight and momentarily comprehends vast puzzles of reality, yet those brief insights fade quickly. These periods of insight are lengthened when Thuskchoon consumes prey, for as he digests flesh, he also digests thought, and can parasitize his victim’s minds in order to act with purpose.  Thuskchoon’s Abyssal sanctum is a vast warren of tunnels that wind through the depths of the Abyss and connect most, if not all, of the other qlippoth sanctums. Rarely does he spend time in this maze of caves, though, instead aimlessly wandering the depths of the Abyss in constant search of anything to sate his eternal hunger. Now and then, the qlippoth lord blunders through portals that bring his ravenings to other planes, whereupon it is but a matter of time before he is banished or slain and forced to start his wanderings over anew from his sanctum’s heart.  Thuskchoon measures 40 feet in length and weighs 16,000 pounds.  

THUSKCHOON’S CULT
The worshipers of Thuskchoon refer to the qlippoth lord as the Everglutton to honor his nearly mindless and nigh-constant hunger. Cultists of this unusual qlippoth lord venerate him while not expecting much in the way of intentional reward, for a core part of the faith is the acknowledgement that Thuskchoon is not particularly driven by intellect. The secrets he reveals are potent and world-shaking, yet they are accidental revelations—the circumstantial repercussions of the meandering swaths of destruction the Everglutton leaves in his wake as he lumbers through creation. Temples of Thuskchoon are converted from large caverns or ruined buildings, but the cult is nomadic and never remains in one location for long. Visions of new regions to savage and destroy constantly plague the leaders of this qlippoth lord’s cults, but now and then they may settle in a region for a few years. In these cases, they tend to carve hideous pictographs and foul Abyssal prayers into the stones that make up their temporary shrines. Just as the qlippoth lord himself can gain momentary flashes of insight from the minds of digested victims, so do his cultists constantly seek new drugs, poisons, and exotic consumables to feed upon in hopes of being granted strange visions or unexpected answers to questions they haven’t dared ask.  Thuskchoon’s symbol is a triangular rune with teeth, and his favored weapon is the greatclub. He grants access to the domains of Chaos, Destruction, Evil, and Knowledge, and to the subdomains of Catastrophe, Entropy, Rage, and Thought.

CR 21 XP 409,600
CE
Gargantuan outsider (chaotic, evil, extraplanar, qlippoth)
        Within Thuskchoon's sanctum?  Yes/No
Init +14; Senses darkvision 60 ft., detect good, detect law, tremorsense 120 ft., true seeing; Perception +36
Aura cloak of chaos (DC 23)
DEFENSE
AC
37, touch 21, flat-footed 26 (+4 deflection, +10 Dex, +1 dodge, +16 natural, –4 size)
hp 396 (24d10+264); regeneration 15 (lawful)
Fort +23, Ref +28, Will +27
Defensive Abilities freedom of movement; DR 15/cold iron and lawful; Immune acid, cold, death effects, mind-affecting effects, poison; Resist electricity 30, fire 30; SR 32
Weakness nearly mindless
OFFENSE
Speed
40 ft., burrow 20 ft., fly 60 ft. (good)
Melee bite +33 (6d8+13/19–20 plus 2d6 acid and grab), 4 talons 33 (2d6+13)
Space 20 ft.; Reach 20 ft.
Special Attacks breath weapon (120-ft. line, 20d10 acid damage, Reflex DC 33 half, every 1d4 rounds), fast swallow, horrific appearance (DC 27), swallow whole (10d6 bludgeoning damage, 10d6 acid damage, and 1d6 Intelligence damage, AC 18, 39 hp)
Spell-Like Abilities (CL 21st; concentration +26)
Constant—cloak of chaos (DC 23), detect good, detect law, fly, freedom of movement, true seeing
At will—acid fog, blindness/deafness (DC 17), desecrate, greater dispel magic, greater teleport, slow (DC 18)
3/day—foresight, mass hunger for flesh (DC 21), power word blind, quickened slow (DC 18), vision, waves of exhaustion
1/day—imprisonment (DC 24), summon qlippoth
STATISTICS
Str
36, Dex 30, Con 33, Int 3, Wis 28, Cha 21
Base Atk +24; CMB +41 (+43 bull rush); CMD 66 (68 vs. bull rush, can’t be tripped)
Feats Awesome Blow, Blinding Critical, Combat Reflexes, Critical Focus, Dodge, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Improved Vital Strike, Power Attack, Quicken Spell-Like Ability (slow), Vital Strike
Skills Fly +45, Perception +36
Languages Abyssal (can’t speak); telepathy 300 ft.
SQ entangling acid, false intellect, intellectual flash, no breath, trailing tar
ECOLOGY
Environment
any (Abyss)
Organization solitary (unique)
Treasure triple
SPECIAL ABILITIES
Entangling Acid (Ex
) Any creature that takes acid damage from any of Thuskchoon’s attacks or abilities (whether an extraordinary, supernatural, or spell-like ability) becomes entangled by the thick, sticky acid this qlippoth lord generates. Freedom of movement prevents this entangle effect; otherwise, it persists until a character peels off and discards the acidic sludge; doing so requires a successful DC 20 Strength check. Attempting to do so is a standard action that provokes attacks of opportunity.
False Intellect (Su) In any round that Thuskchoon causes any Intelligence damage to a creature via his swallow whole ability, the qlippoth lord can use that digested intellect to gain the benefits of his intellectual flash ability for 1 round per point of Intelligence damage dealt in that round. This duration stacks if Thuskchoon has swallowed multiple creatures, or if the Intelligence damage continues for more than 1 round.
Horrific Appearance (Su) All qlippoth have such horrific and mind-rending shapes that those who gaze upon them suffer all manner of ill effects. A qlippoth can present itself as a standard action to assault the senses of all living creatures within 30 feet. A creature that succumbs to Thuskchoon’s horrific appearance (Will DC 27) has its mind flooded with horrific recollections that may or may not be real, repressed terrors knocked loose and brought to the conscious mind by the presence of the monstrosity that is Thuskchoon. Often these memories are a strange mix of racial memory and flashes from past lives. The victim also experiences genetic reversions. The victim is immediately affected by feeblemind (as per the spell), and its body is deformed and hideously twisted. Select (or choose randomly) from the list of deformities gained from the mutant template to apply to the victim. Alternatively, simply reduce one of the victim’s physical ability scores by 4 points (feel free to devise an appropriate cosmetic atrocity to add flavor to this reduction). The feeblemind effect can be cured normally by any effect that removes that condition (see the spell description for more details), but the mutation is permanent and can be removed only via a miracle or wish spell, or by death and subsequent resurrection. Thuskchoon’s horrific appearance has no effect on creatures with an Intelligence score of 1 or 0. This ability is a mind-affecting gaze attack. The save DC is Charisma-based.
Intellectual Flash (Ex) When Thuskchoon enters combat, there’s a cumulative 20% chance per round that he receives a flash of intellect. Check for this flash at the start of the qlippoth lord’s turn in combat. If the chance succeeds, for that round Thuskchoon loses his nearly mindless weakness and can use his spell-like abilities freely and engage in combat tactics on par with those of a typical human. During that round, Thuskchoon can attempt Knowledge checks untrained with a +20 insight bonus (he retains his –4 penalty from his Intelligence score of 3, so this means his Knowledge checks are attempted with a +16 bonus for this round). The next round, the chance of an intellectual flash   occurring is reduced to 0%, but then increases by 20% each subsequent round.
Nearly Mindless (Ex) Thuskchoon’s limited intellect and his overwhelming hunger combine to make the creature nearly mindless in his actions. Unless he uses his intellectual flash ability or gains the benefit of false intellect, he cannot activate any spell-like abilities and his tactical choices in combat are those of a violent animal. While in his nearly mindless state, Thuskchoon gains a +8 bonus on all saving throws against mind-affecting effects.
Trailing Tar (Ex) Thuskchoon exudes a thick swath of sticky, tar-like sludge whenever he moves using his base speed. Any square he passes over using this base speed is transformed into difficult terrain for 1 hour. Freedom of movement allows free passage through this sticky terrain, and a dose of universal solvent can cleanse one 5-foot-square area of tar. Spell effects that cleanse an area of filth or detritus can also remove this difficult terrain, provided the spell effect in question is 6th level or higher.
 

Chavazvug

This towering, steaming mass of slithering entrails drags ropes of mouthed intestines below his five spidery legs.

Chavazvug appears as a towering mound of greasy, slithering intestines and internal organs held aloft by five long, slender legs that taper to razor-sharp points. Twitching coils and ropes of entrails dangle below the shuddering bulk, and the entire thing steams and glows with heat. Known as the Crawling Inferno, the very touch of this immense qlippoth lord can set flesh alight and his presence can cause living creatures normally immune to fire to burn alive. Chavazvug stands 50 feet high and weighs 20,000 pounds.  Unlike other qlippoth lords, Chavazvug has chosen to focus on battling demons themselves rather than the sinful souls that spawn them. This makes Chavazvug the least antagonistic of the known qlippoth lords to mortal worshipers, yet the qlippoth lord remains uncaring in the long term for the health and prosperity of “lesser beings” that worship him.  Chavazvug’s Abyssal sanctum is a vast, crater-strewn wasteland in an immense underground cavern deep in the Abyss. Many of these craters are filled with bile and seepage, boiling hot lakes in which strange creatures roil and froth. New craters form constantly as portions of the ceiling miles above fall and plummet to impact the floor. In time, the constantly collapsing ceiling may well cause subsidence in other demonic realms far above, or even break through into the Astral Plane, at which point cultists of Chavazvug hold that their god will rise in power to become a deity.

CHAVAZVUG’S CULT  
Chavazvug is known as the Crawling Inferno to his worshipers, who venerate the qlippoth lord as a patron of fiery consumption and monstrous recursion. For the typical worshiper of Chavazvug, nothing could be closer to perfection than perishing from an unexpected bout of spontaneous combustion, only to have some form of horrific monster spawn from the steaming ashes left behind by the supplicant’s fiery doom. These worshipers believe such a fate is a reward for service, and never seek to trigger such combustion on their own. Worshipers of Chavazvug tend to be solitary lunatics, arsonists, and sadists who delight in burning helpless victims as much as they do in the choking scent of seared flesh or the hypnotic glow of a fiery conflagration consuming a building or woodland. Chavazvug’s sacred sites are the burnt-out husks of buildings—particularly buildings where demonic worship once took place.  Chavazvug’s symbol is a burning tentacled rune, and his favored weapon is the heavy flail. He grants access to the domains of Chaos, Evil, Fire, and Repose, and to the subdomains of Ash, Entropy, Smoke, and Souls.

CR 22 XP 614,400
CE
Colossal outsider (chaotic, evil, extraplanar, qlippoth)
        Within Chavazvug's sanctum?  Yes/No
Init +11; Senses darkvision 60 ft., detect good, detect law, tremorsense 60 ft., true seeing; Perception +34
Aura cloak of chaos (DC 24)
DEFENSE
AC
39, touch 14, flat-footed 31 (+4 deflection, +7 Dex, +1 dodge, +25 natural, –8 size)
hp 437 (25d10+300); regeneration 15 (lawful)
Fort +24, Ref +25, Will +24
Defensive Abilities freedom of movement, searing flesh; DR 15/cold iron and lawful; Immune cold, death effects, fire, mind-affecting effects, poison; Resist acid 30, electricity 30, fire 30; SR 33
OFFENSE
Speed
60 ft., fly 60 ft. (good)
Melee 4 bites +30 (2d6+13/19–20 plus 2d6 fire and grab), 2 talons +30 (2d8+13/19–20 plus 2d6 fire)
Space 30 ft.; Reach 30 ft.
Special Attacks boiling spray, fast swallow, horrific appearance (DC 28), slaughter demon, swallow whole (10d6 bludgeoning plus 10d6 fire damage, AC 22, 43 hp)
Spell-Like Abilities (CL 22nd; concentration +28)
Constant—cloak of chaos (DC 24), detect good, detect law, fly, freedom of movement, true seeing
At will—contagious flame, desecrate, fireball (DC 19), greater dispel magic, greater teleport, wall of fire
3/day—quickened contagious flame, delayed blast fireball (DC 23), harm (DC 22), resurrection (see tainted resurrection), wall of lava
1/day—meteor swarm (DC 25), summon qlippoth
STATISTICS
Str
36, Dex 25, Con 34, Int 23, Wis 23, Cha 22
Base Atk +25; CMB +46; CMD 68 (74 vs. trip)
Feats Combat Reflexes, Critical Focus, Dodge, Greater Spell Penetration, Improved Critical (bite, talon), Improved Initiative, Improved Vital Strike, Power Attack, Quicken Spell-Like Ability (contagious flame), Spell Penetration, Staggering Critical, Vital Strike
Skills Acrobatics +35, Fly +42, Intimidate +34, Knowledge (arcana, religion) +31, Knowledge (planes) +34, Perception +34, Sense Motive +34, Spellcraft +31, Stealth +19, Survival +34, Use Magic Device +34
Languages Abyssal; telepathy 300 ft.
SQ tainted resurrection
ECOLOGY
Environment
any (Abyss)
Organization solitary (unique)
Treasure triple
SPECIAL ABILITIES
Boiling Spray (Su)
Once every 1d4 rounds as a swift action, Chavazvug can expel blasts of boiling bile, blood, and other bodily fluids from his dozens of seeping, dangling intestinal extrusions. This spray of boiling fluid strikes all creatures in a 60-foot burst centered on Chavazvug. A creature struck takes 10d10 points of fire damage and 10d10 points of acid damage from this spray of toxic fluids (Reflex DC 34 half). Any creature that takes any damage at all from this boiling spray (regardless of whether it succeeded at the Reflex save) must also succeed at DC 34 Fortitude save or become nauseated by the foul fluids for one round. This nausea effect is a poison effect. The save DCs are Constitution-based.
Horrific Appearance (Su) All qlippoth have such horrific and mind-rending shapes that those who gaze upon them suffer all manner of ill effects. A qlippoth can present itself as a standard action to assault the senses of all living creatures within 30 feet. A creature that succumbs to Chavazvug’s horrific appearance (Will DC 28) feels its temperature rise swiftly, as if suddenly beset by a powerful fever. A creature that succeeds at a DC 28 Will save suffers no other effect from the qlippoth lord’s horrific appearance, but one that fails gains a fiery red or orange tinge to its flesh. An affected creature takes a permanent –4 penalty on saving throws against fire effects and gains vulnerability to fire. All forms of fire resistance the creature benefits from function at half capacity (fire resistance 30 effectively functions as fire resistance 15, for example). All forms of immunity to fire that the creature has or later gains are suppressed, but in this case, the creature does not take any other penalty from this horrific appearance. If a creature has the fire subtype, it loses that subtype as long as it is affected by this effect. This is a mind-affecting curse effect. This ability is a mind-affecting gaze attack. The save DC is Charisma-based.
Searing Flesh (Ex) Any creature that strikes Chavazvug with a melee weapon takes 1d6 points of fire damage from sprays of boiling matter and the mere proximity of the qlippoth lord’s superheated body. A creature that strikes Chavazvug with an unarmed strike or natural weapon takes 2d6 points of fire damage. A creature that is grappling or grappled by   Chavazvug takes 4d6 points of fire damage at the start of the creature’s turn.
Slaughter Demon (Ex) Chavazvug gains a +4 bonus on attack rolls and damage rolls against demons, and deals ×3 damage on a confirmed critical hit against a demon (including tieflings of demonic descent). Whenever Chavazvug slays a demon, he gains the effects of death knell for 1 hour.
Tainted Resurrection (Sp) When Chavazvug resurrects a creature with his resurrection spell-like ability, the creature restored to life becomes corrupted and its alignment shifts one step closer to chaotic evil. The creature takes a –4 penalty on saving throws against the spell-like abilities and supernatural attacks of all qlippoth (this penalty is permanent, but can be removed if the creature dies and is resurrected in some way other than via Chavazvug). A creature resurrected by Chavazvug gains the possessed creature corruption template.
 

Oaur-Ooung

The sides of this tentacled monstrosity—part jellyfish, part mushroom forest—swell with opaque, pulsing blisters.

Immense Oaur-Ooung is a horrifically prolific source of soldiers for the qlippoth’s war against mortals. It is from this qlippoth lord that a significant number of the Abyss’s qlippoth hordes emerge. If through some chance event Oaur-Ooung were permanently slain, the production of qlippoth by the Abyss would not cease entirely, but it would diminish by a noticeable amount—at least, until the Abyss churned out some sort of equally vile and fecund replacement for the slain qlippoth lord.  Oaur-Ooung’s Abyssal sanctum is a poisoned ocean with no shoreline. Here and there in its inky depths, submerged mountaintops reach in vain for the churning sea’s surface, and leviathans swim through the vastness. Oaur-Ooung is the largest among them, but she keeps no lair as her own, content to drift through the eternal ocean spawning qlippoth large and small. Some are drowned, some she consumes, but enough escape her clutches and the ocean’s depths to make their way elsewhere into the Abyss, often via churning vortices to other realms.  Sometimes, the creatures born from Oaur- Ooung’s blisterwombs are particularly powerful; it’s rumored that at least one of the Abyss’s demon lords began its existence as a qlippoth lord emerging from Oaur-Ooung. Those few who have recently seen Oaur-Ooung (and survived) claim that a blisterwomb of unprecedented size boils on her flank, suggesting that she is about to spawn something of immense power. What this new addition to the Abyss might be and what form it might take is unknown, but it surely bodes ill for mortal life on countless worlds.  Oaur-Ooung’s body is 120 feet long, but her central tentacular stalk can unfurl to a length of miles for brief moments to lash out at creatures that have the distinct misfortune of having attracted her attention.

OAUR-OOUNG’S CULT
Worshipers of Oaur-Ooung tend to be obsessed with one thing: the overwhelming desire to be transformed into a qlippoth. These cultists are not to be pitied, for their desires are not born out of shame. They believe that the qlippoth will win, and that by securing early transformation into one of these destructive beings, they will live on in the world they know will eventually replace all of reality. That they will retain none of their mortal memories or personalities is no deterrent to these people, as long as they survive in some form while the rest of their kind do not. Many have already abandoned their racial identities, repudiating their original cultures and pursuing magical or surgical alteration. Oaur-Ooung is worshiped on desolate coastlines and within the ruins of wracked or sunken ships, and sacrifices to her are often subjected to vile fleshwarping rituals in which their bodies become unholy components for transformative rituals designed to “evolve” the faithful and consume worshipers’ foes.  Oaur-Ooung’s symbol is a jellyfish-shaped rune, and her favored weapon is the trident. This qlippoth lord grants access to the domains of Chaos, Evil, Plant, and Water, and to the subdomains of Decay, Fear, Growth, and Oceans.    

CR 23 XP 819,200
CE
Colossal outsider (aquatic, chaotic, evil, extraplanar, qlippoth)
        Within Oaur-Ooung's sanctum?  Yes/No
Init +12; Senses darkvision 60 ft., detect good, detect law, true seeing; Perception +35
Aura cloak of chaos (DC 24)
DEFENSE
AC
40, touch 14, flat-footed 32 (+4 deflection, +8 Dex, +26 natural, –8 size)
hp 481 (26d10+338); regeneration 15 (lawful)
Fort +32, Ref +27, Will +18
Defensive Abilities freedom of movement, reactive swarms; DR 15/cold iron and lawful; Immune cold, death effects, mind-affecting effects, poison; Resist acid 30, electricity 30, fire 30; SR 34
OFFENSE
Speed
20 ft., fly 60 ft. (good), swim 80 ft.
Melee slam +35 (6d6+17/19–20 plus poison), 6 tentacles +30 (2d8+8/19–20 plus grab and poison)
Space 60 ft.; Reach 60 ft. (plus prodigious reach)
Special Attacks blisterwomb, constrict (2d8+17 plus poison), create spawn, horrific appearance (DC 29)
Spell-Like Abilities (CL 23rd; concentration +29)
Constant—cloak of chaos (DC 24), detect good, detect law, fly, freedom of movement, true seeing
At will—black tentacles, cloudkill (DC 21), control water, desecrate, greater dispel magic, greater teleport
3/day—control plants (DC 24), quickened heal, horrid wilting (DC 24), plundered power (DC 23), vortex (DC 23)
1/day—tsunami (DC 25), summon qlippoth
STATISTICS
Str
44, Dex 27, Con 36, Int 21, Wis 23, Cha 22
Base Atk +26; CMB +51 (+53 bull rush); CMD 73 (75 vs. bull rush, can’t be tripped)
Feats Awesome Blow, Combat Reflexes, Critical Focus, Greater Vital Strike, Improved Bull Rush, Improved Critical (slam, tentacle), Improved Initiative, Improved Vital Strike, Power Attack, Quicken Spell-Like Ability (heal), Staggering Critical, Vital Strike
Skills Fly +44, Knowledge (arcana, geography, nature, planes, religion) +34, Perception +35, Sense Motive +35, Spellcraft +31, Stealth +21, Swim +54
Languages Abyssal; telepathy 300 ft.
SQ amphibious, compression, massive, swarm mastery
ECOLOGY
Environment
any (Abyss)
Organization solitary (unique)
Treasure triple
SPECIAL ABILITIES
Blisterwomb (Su)
Once per day as a standard action, Oaur- Ooung can cause one of the immense, pulsating blisters on her body to erupt. This creates a 30-foot cone of freezing fluid that deals 20d6 points of cold damage and knocks creatures standing in the area prone. With a successful DC 36 Reflex save, a creature takes half the damage and avoids being knocked prone. At the same time, a number of fully-grown qlippoth equal to a CR 20 encounter emerge from the blister—typically, this consists of four catabolignes, but Oaur-Ooung can create any qlippoth she wishes with this ability. The save DC is Constitution-based.
Create Spawn (Su) Once per round as a swift action as she slays a living non-outsider with her slam attack, Oaur-Ooung can transform that slain creature into a qlippoth. The qlippoth she creates must be of a CR no greater than the slain creature’s CR – 2, but otherwise the nature of the new qlippoth is chosen by Oaur-Ooung. Once created, the new qlippoth is free-willed and retains no memories of its previous life. A slain creature subjected to this transformation can resist the change with a successful DC 29 Will save. If the save fails, the slain creature cannot be restored to life until the qlippoth it spawned is slain, and even then, only via miracle, true resurrection, or wish. The save DC is Charisma-based.
Horrific Appearance (Su) All qlippoth have such horrific and mind-rending shapes that those who gaze upon them suffer all manner of ill effects. A qlippoth can present itself as a standard action to assault the senses of all living creatures within 30 feet. A creature that succumbs to Oaur-Ooung’s horrific appearance (Will DC 29) is overwhelmed by the scope and size of the immense qlippoth lord, and falls prone in a stupor. In addition to falling prone, the victim is dazed for 1d6 rounds. Each round the victim remains dazed, it takes 1d4 points of Constitution damage. If a creature is killed by this damage, its body splits open and a new qlippoth (of a CR equal to no mor than that of the target) emerges from the remains. This ability is a mind-affecting gaze attack. The save DC is Charisma-based.
Massive (Ex) Oaur-Ooung is unhindered by uneven ground and other environmental features that qualify as difficult terrain, though settlements and forested areas are considered difficult terrain for her. A Huge or smaller creature can move through any square occupied by Oaur-Ooung, and vice versa. Unlike kaiju, which are similarly massive, Oaur-Ooung can make attacks of opportunity against foes of any size and can be flanked by foes of any size. She gains a bonus for being on higher ground only if her entire space is on higher ground than the target. A Huge or smaller creature can climb Oaur-Ooung, but this requires a successful DC 30 Climb check.
Poison (Su) Slam, tentacle, or constrict—injury: save Fort DC 36; frequency 1/round for 6 rounds; effect 1d4 Con drain; cure 2 consecutive saves. A creature slain by this poison splits open to spawn a new qlippoth (of a type chosen by Oaur-Ooung and of a CR no greather than that of the victim). The save DC is Constitution-based.
Prodigious Reach (Ex) Once per round as an immediate action, Oaur-Ooung can unfurl her central tentacle to attack any creature she can see within 600 feet with her slam attack. This attack can be used to make an attack of opportunity. She cannot grapple a foe outside of her normal reach of 60 feet.
Reactive Swarms (Ex) Once per round when a creature strikes Oaur-Ooung with a melee weapon, her flesh splits and releases a nauseating spray of swarming vermin that immediately cloud around the attacker. This swarm deals 6d6 points of damage, and the attacker must succeed at a DC 36 Fortitude save or become nauseated for 1d4 rounds. This does not require an action on Oaur-Ooung’s behalf. The save DC is Constitution-based.
Swarm Mastery (Ex) Oaur-Ooung is immune to swarm damage and cannot be distracted by swarm attacks.
 

Isph-Aun-Vuln

A cloud of smoke the size of a human condenses, forming a clot of tentacles and eyes surrounding a fanged mouth.

Isph-Aun-Vuln appears as a human-sized mass of roiling tentacles arrayed around a large toothy maw. These tentacles slip in and out of reality, never fully existing as anything more than vapor, yet despite her immaterial form and relatively small size, she is among the most powerful of the qlippoth lords. Whereas others overwhelm their opponents through size and strength, Isph-Aun-Vuln opts for a more subversive and subtle approach, using possession and mental control of others to achieve her goal of slaughtering every creature with the capacity for sin—in other words, all free-willed mortals. Those she has no such use for she devours, adorning herself with fragments of their souls as vaporous, incandescent trophies—such will be the fate of all who remain should Isph-Aun-Vuln ever succeed at eliminating free will from the universe.

ISPH-AUN-VULN’S CULT  
Isph-Aun-Vuln is perhaps the most powerful of the qlippoth lords, so it should come as no surprise that her cult is the most widespread among mortals on hundreds of different worlds throughout the Material Plane. Many who pay homage to Isph-Aun-Vuln, who is often referred to only as the Feaster Within, do so without knowing fully what sort of entity they worship, and only follow the commands of a charismatic but insane cult leader. In many cases, such leaders have been dominated or otherwise mentally controlled by Isph-Aun-Vuln so often that they have lost all remnants of their previous personalities. Isph-Aun-Vuln’s worshipers venerate her amid standing stones perched on the edges of towering cliffs or rugged, wind-scoured mountain tops, and sacrifices to the demigoddess generally involve using magic to hurl a victim into the sky, where it is buffeted by winds before being allowed to fall to the earth below, broken and ruined. Isph-Aun-Vuln’s holy symbol is a rune within a cloud of tentacles, and her favored weapon is the longbow. She grants access to the domains of Air, Chaos, Evil, and Trickery, and to the subdomains of Deception, Fear, Venom, and Wind.  

CR 25 XP 1,638,400
CE
Medium outsider (chaotic, evil, extraplanar, incorporeal, qlippoth)
        Within Isph-Aun-Vuln's sanctum?  Yes/No
Init +16; Senses darkvision 60 ft., detect good, detect law, true seeing; Perception +40
Aura cloak of chaos (DC 27)
DEFENSE
AC
44, touch 32, flat-footed 31 (+12 armor, +9 deflection, +12 Dex, +1 dodge)
hp 546 (28d10+392); regeneration 15 (lawful)
Fort +34, Ref +27, Will +31
Defensive Abilities freedom of movement, incorporeal, reflect compulsion, soul shell; DR 15/cold iron and lawful; Immune cold, death effects, mind-affecting effects, poison; Resist acid 30, electricity 30, fire 30; SR 36
OFFENSE
Speed
fly 100 ft. (perfect)
Melee bite +40 touch (destruction)
Special Attacks destructive commands, horrific appearance (DC 33), insidious possession, toxic storm
Spell-Like Abilities (CL 25th; concentration +34)
Constant—cloak of chaos (DC 27), detect good, detect law, freedom of movement, tongues, true seeing
At will—charm monster (DC 23), desecrate, greater command (DC 25), greater dispel magic, greater object possession (DC 26), greater teleport
3/day—dominate monster (DC 28), greater possession (DC 27), quickened mass suggestion (DC 25), quickened mind fog (DC 24), whirlwind (DC 27)
1/day—summon qlippoth, wish
STATISTICS
Str
—, Dex 35, Con 38, Int 31, Wis 28, Cha 29
Base Atk +28; CMB +40; CMD 60 (can’t be tripped)
Feats Combat Casting, Combat Expertise, Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, Improved Iron Will, Improved Lightning Reflexes, Iron Will, Lightning Reflexes, Mobility, Quicken Spell-Like Ability (mass suggestion, mind fog), Skill Focus (Bluff)
Skills Acrobatics +40, Bluff +46, Diplomacy +37, Fly +51, Intimidate +37, Knowledge (arcana, history, local, nobility, religion) +38, Knowledge (planes) +41, Perception +40, Sense Motive +40, Spellcraft +38, Stealth +43, Use Magic Device +37
Languages Abyssal; telepathy 300 ft., tongues
ECOLOGY
Environment
any (Abyss)
Organization solitary (unique)
Treasure triple
SPECIAL ABILITIES
Destruction (Su)
Isph-Aun-Vuln’s bite resolves as a primary touch attack. A creature bitten by the qlippoth lord must succeed at a DC 33 Fortitude save or take 1d6 points of Wisdom drain and 150 points of negative energy damage. If the creature successfully saves, it takes 1 point of Wisdom drain and 20d6 points of negative energy damage. If a creature is slain by this damage, its body is immediately consumed in unholy fire, leaving behind only its possessions. The only way to restore such a slain creature to life is via true resurrection, a carefully worded wish spell followed by resurrection, or miracle. This is a death effect. The save DC is Charisma-based.
Destructive Commands (Ex) When Isph-Aun-Vuln magically controls a creature via a charm or compulsion effect, she may issue commands to the creature that are self-destructive or against the target’s nature. When such a command is issued, the magically controlled creature can resist the command with a successful Will save against the DC of the spell effect in question, but success at this save does not cause the effect to end and does not prevent Isph-Aun-Vuln from attempting to issue the same or a similar command on a subsequent round.
Horrific Appearance (Su) All qlippoth have such horrific and mind-rending shapes that those who gaze upon them suffer all manner of ill effects. A qlippoth can present itself as a standard action to assault the senses of all living creatures within 30 feet. A creature that succumbs to Isph-Aun-Vuln’s horrific appearance (Will DC 33) becomes convinced that it has already succumbed to the qlippoth lord’s mental control and can take no action other than to approach. An affected creature gains freedom of movement and a fly speed of 60 feet (perfect maneuverability) that can be used only to approach Isph-Aun-Vuln. Once an affected creature is adjacent to Isph-Aun-Vuln, it becomes dazed as long as it remains adjacent to the qlippoth lord. This dazed affect ends as soon as the creature is no longer adjacent, at which point the compulsion to approach Isph-Aun-Vuln returns. If Isph-Aun-Vuln is not present, the creature is free to act normally, but as soon as Isph-Aun-Vuln reappears, the compulsion to approach returns as well. This is a mind-affecting compulsion and a curse effect. If not removed via magic, this curse ends only after the creature remains outside Isph-Aun-Vuln’s presence for 24 consecutive hours. This ability is a mind-affecting gaze attack. The save DC is Charisma-based.
Insidious Possession (Ex) When Isph-Aun-Vuln tries to possess an object or creature via a spell-like ability, she automatically attempts to dispel any protection from evil or similar spell effect on the creature via greater dispel magic. In addition, once a creature fails a saving throw against Isph-Aun-Vuln’s possession spell-like abilities, it takes a –4 penalty on all future saving throws against mind-affecting effects created by any qlippoth. This lingering penalty is a curse effect.
Reflect Compulsion (Ex) Even though Isph-Aun-Vuln is immune to mind-affecting effects, when a creature targets her with a compulsion spell or spell-like ability and that effect fails to penetrate her spell resistance, that effect is reflected back upon the caster. Treat the compulsion spell or effect as if Isph-Aun-Vuln had been the caster, except that the save DC remains unchanged.
Soul Shell (Su) Isph-Aun-Vuln is constantly surrounded by a swirling vortex of soul fragments from the countless creatures that have perished while she was dominating or possessing them. This vortex is a force effect that grants Isph-Aun-Vuln a +12 armor bonus and serves to deflect incoming ranged touch attacks. All ranged touch attacks against this qlippoth lord have a 50% miss chance. The soul shell does not impede Isph-Aun-Vuln’s ability to move through solid objects as an incorporeal creature.
Toxic Storm (Su) As a standard action once every 1d4 rounds, Isph-Aun-Vuln can create a blast of hurricane-strength wind around herself. This blast of wind blows either outward from the qlippoth lord to a radius of 120 feet or inward toward the qlippoth lord from a radius of 60 feet, as chosen by Isph-Aun-Vuln. The wind affects creatures as for hurricane-force winds. The blast of wind lasts for 1 round. These winds are highly toxic, and all creatures exposed to the poisonous winds are affected by the following poison effect. The save DC for the poison effect is Constitution-based.
Winds of Isph-Aun-Vuln: Toxic storm—contact; save Fort DC 38; frequency 1/round for 6 rounds; effect 1d6 Wis damage plus confused for 1 round; cure 2 consecutive saves.