Pregen with an Evil Goatee's page

118 posts. Alias of Mjolbeard89.


Aaog-Shagga - variant Neh-Thalggu


HP (69/71) | AC 19, Touch 17, Flatfooted 17 CMD 28 (Immune Trip) | F +5, R +3, W +9 (DR 5/magic; Immune confusion; SR 18) | Darkvision 60, Perception +14, Sense Motive +6; Init +6 | Status: Diseased, Invisible, Shield of Faith

About Pregen with an Evil Goatee

This crab-like nightmare has dedicated its existence to collecting brains, and now it seeks revenge against the head researcher that trapped it here.

Variant neh-thalggu
CE Large aberration
Init +6; Senses darkvision 60 ft.; Perception +14

AC 19, touch 17, flat-footed 17 (+2 Dex, +6 insight, +2 natural, –1 size)
hp 71 (8d8+35)
Fort +5, Ref +3, Will +9
DR 5/magic; Immune confusion; SR 18

Speed 10 ft., fly 30 ft. (perfect)
Melee bite +10 (1d8+6 plus poison), 2 claws +10 (1d6+6)
Space 10 ft.; Reach 5 ft.
Special Attacks rend (2 claws, 2d6+9)
Sorcerer Spells Known (CL 6th; concentration +14)
3rd (4/day)—dispel magic, slow
2nd (7/day)—acid arrow, alter self, invisibility
1st (7/day)—grease, magic missile, ray of enfeeblement (DC 13), shield, unseen servant
0 (at will)—acid splash, dancing lights, detect magic, mage hand, open/close (DC 12), prestidigitation, read magic

Str 22, Dex 14, Con 19, Int 17, Wis 18, Cha 15
Base Atk +6; CMB +11; CMD 28 (can’t be tripped)
Feats Arcane Strike, Combat Reflexes, Eschew Materials, Improved Initiative, Toughness
Skills Fly +13, Knowledge (arcana, dungeoneering, planes) +18, Perception +14, Sense Motive +6, Spellcraft +13, Stealth +8, Use Magic Device +9
Languages Abyssal, Aklo, Common, Draconic, Undercommon; telepathy 100 ft.
SQ brain collection, strange knowledge

Brain Collection (Ex) Aaog-Shagga can store up to seven humanoid brains and use them to enhance its knowledge and power. Each stored brain grants it a cumulative +1 insight bonus to AC, concentration checks, and Knowledge checks. Aaog-Shagga can extract a brain from a helpless opponent with a coup de grace attack, or as a standard action from a body that has been dead for no more than 1 minute. If Aaog-Shagga has fewer than seven brains, it gains 1 negative level for each missing brain. Currently it has five brains and 2 negative levels. Due to the extensive damage to its body from ongoing experiments, Aaog-Shagga can only benefit from consuming the best brains (those from a creature with 5 or more Hit Dice, such as one of the PCs). If it consumes such a brain, it gains the ability to cast 3rd-level spells (it knows dispel magic and slow and has 4 slots per day) and increases its caster level by 1; increases its insight bonus to AC by 1; increases its bonus on concentration and Knowledge checks by 2; and increases all of its attack rolls, ability checks, skill checks, and saving throws by 1. He also gains 5 more maximum and current hit points. Aaog-Shagga can only consume one brain in this way; its last slot is reserved for the brain of Kar-Zaweeb.
Poison (Ex) Bite—injury; save Fort DC 18; frequency 1/round for 6 rounds; effect 1d2 Str; cure 1 save.
Strange Knowledge All Knowledge skills are class skills for Aaog-Shagga.

Aaog-Shagga is a neh-thalggu, a powerful alien entity more commonly known as a brain collector. It spent several years curating brains brought to it by a zealous cult of Night Heralds in the port city of Augustana before adventurers raided its residence and killed the cultists. Rather than slaying the aberration, the adventurers subdued it and dragged it to this facility. Here, Aaog-Shagga has suffered under the scalpel of the mutant researcher Kar Zaweeb, who has systematically removed and replaced the brains stored in the neh-thalggu’s body in search of some grand discovery. The brain collector has avoided telling the researcher of the terrible cosmic truths of its homeworld, knowing that the delight of watching his paltry mind go insane from these revelations would only prevent Aaog-Shagga from escaping sooner and rejoining the Dominion of the Black.

Under usual circumstances, Aaog-Shagga would tear apart a band of adventurers sent by the Aspis Consortium. The reason it stays its claws is because it hopes to destroy Kar Zaweeb utterly and consume his brain before fleeing this foul laboratory. No doubt the brain collector has employed even more alien logic to rationalize why it should not kill its new companions.

Primary Success:
Your job is to ferret them out; secure any records that can inform me to their plans, contacts, or other safe houses; kill any of the traitorous operatives, and leave their hideout a smoldering ruin that sends a clear signal to their friends. Do whatever you can to avoid raising the alarm. If they’re smart—and assume they are—they’re also prepared to destroy key evidence if they suspect they’re under attack.

Secondary Success:
While I’m in the field, I should keep an eye out for unique advantages I can make my own. Were I able to see the future, I might know exactly what I must do. If I had the right equipment, I might destroy all who challenge me.