This material originates in a 3PP Source
Shiggarreb (Qlippoth Lord)
Huge Outsider (Chaotic, Evil, Extraplanar, Qlippoth)
Hit Dice: 20d8+100 (190 hp)
Speed: 50 ft. (10 squares), climb 30 ft.
Armor Class: 31 (–2 size, +2 Dex, +21 natural), touch 10, flat-footed 29
Base Attack/Grapple: +20/+36
Attack: Claw +26 melee (2d4+8)
Full Attack: 2 claws +26 melee (2d4+8) and bite +24 melee (2d6+4) and slam +24 melee (2d6+4)
Space/Reach: 15 ft./10 ft.
Special Attacks: Eldritch mastery, fascination, rend 2d6+12, spells, summon qlippoth
Special Qualities: Damage reduction 15/cold iron and good, demon traits, immunity to cold, mind-affecting effects, and poison, resistance to acid 10, electricity 10, and fire 10, shapechange, spell resistance 32, telepathy 100 ft., tongues
Saves: Fort +17, Ref +14, Will +14
Abilities: Str 26, Dex 14, Con 20, Int 24, Wis 14, Cha 15
Skills: Balance +25, Bluff +25, Climb +39, Concentration +28, Diplomacy +6, Disguise +25 (+27 acting), Hide +17, Intimidate +27, Jump +31, Knowledge (arcana) +30, Knowledge (the planes) +30, Listen +25, Search +30, Sense Motive +25, Spellcraft +32, Spot +25, Survival +2 (+4 on other planes, +4 following tracks)
Feats: Blind-FightB, Empower Spell, Enlarge Spell, Eschew Materials, Extend Spell, Heighten Spell, Maximize Spell, MultiattackB, Quicken Spell
Environment: The Abyss
Challenge Rating: 21
Alignment: Chaotic evil
Advancement: By character class
Level Adjustment: —
Shiggarreb’s first action in any serious combat is to cast time stop and then load up on protective magic. With a huge variety of spells at her command, Shiggarreb can dispose of most opponents without entering melee, though she is more than capable of handling herself up close as well. If a fight turns against her, she teleports away. She has not survived since the dawn of time by being stupid. This enormous spider creature has twelve limbs, two of which end in pincers. Its head has four eyes in an arc above a gaping mouth.
Shiggarreb’s natural weapons, as well as any weapons she wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Eldritch Mastery (Ex): Shiggarreb is ancient beyond reckoning and has studied the ways of magic since the beginning of time. All of her spells are considered mastered per the Spell Mastery feat (Shiggarreb does not require a spellbook).
Fascination (Su): Resisting Shiggarreb’s fascination ability requires a successful Will save (DC 22). The save DC is Charisma-based.
Rend (Ex): If Shiggarreb hits with both claws, she latches on to her opponent’s body and begins to tear it apart. This attack automatically deals an additional 2d6+12 points of damage.
Spells: Shiggarreb casts spells as a 20th-level wizard. Wizard Spells Prepared (4/6/6/6/5/5/5/5/4/4; save DC 17 + spell level): 0—detect magic, ghost sound, mage hand, read magic; 1st—charm person, hypnotism, mage armor, magic missile, sleep, unseen servant; 2nd—darkness, detect thoughts, ghoul touch, hypnotic pattern, web, whispering wind; 3rd—clairaudience/clairvoyance, dispel magic, fireball, fly, nondetection, slow; 4th—arcane eye, charm monster, detect scrying, dimension door, greater invisibility; 5th—cloudkill, cone of cold, dominate person, teleport, wall of force; 6th—chain lightning, disintegrate, globe of invulnerability, mass suggestion, true seeing; 7th—delayed blast fireball, ethereal jaunt, greater scrying, greater teleport, sequester; 8th—horrid wilting, incendiary cloud, polymorph any object, symbol of death; 9th—dominate monster, gate, power word kill, time stop
Summon Qlippoth (Sp): Once per day Shiggarreb can attempt to summon 1d4 shoggti with a 50% chance of success. This ability is the equivalent of a 5th-level spell.
Shapechange (Sp): Shiggarreb has stayed one step ahead of her demon pursuers by the use of her wits and her prodigious polymorphic abilities. She can shapechange, as the spell, at will (caster level 20th).
Tongues (Su): Shiggarreb has a permanent tongues ability, as the spell (caster level 20th).
Skills: Shiggarreb has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.