Shoosuva - gnoll guardian undead

BOZ

Creature Cataloguer
SHOOSUVA
Large Undead
Hit Dice: 6d12 (39 hp)
Initiative: +7 (Dex, Improved Initiative)
Speed: 40 ft
AC: 17 (-1 size, +3 Dex, +5 natural), touch 12, flat-footed 14
Attacks: Bite +8 melee
Damage: Bite 2d6+5 and paralysis
Face/Reach: 5 ft by 5 ft/ 5ft
Special Attacks: Creeping paralysis, call gnolls
Special Qualities: Undead traits, SR 17, cold, fire, and electricity resistance 20, immune to psionics, damage reduction 10/silver or +1
Saves: Fort +2, Ref +5, Will +8
Abilities: Str 21, Dex 17, Con ---, Int 15, Wis 16, Cha 15
Skills: Balance +12, Climb +15, Intimidate +11, Jump +14, Listen +12, Search +11, Spot +12
Feats: Combat Reflexes, Improved Initiative, Power Attack, Weapon Focus (bite)

Climate/Terrain: Any land and underground
Organization: None
Challenge Rating: 6
Treasure: None
Alignment: Always chaotic evil
Advancement: 7-12 HD (Large); 13-18 HD (Huge)

The shoosuvas are undead guardian creatures created by Yeenoghu, the Demon Prince of Gnolls. These creatures are a special form of demonic undead, created for use as an liaison between the demon lord and his Gnoll priests, and also to serve as sentinels for himself and some of his more worthy followers. The name shoosuva means “returner” in the Gnoll tongue, referring to the priests’ belief that these beings are the manifestations of the spirits of their departed predecessors.
Though they gather in larger groups in the Abyss, shoosuva are generally only encountered singly on the Material Plane. They are usually only present among mortals when gnoll shamans of 5th level or greater use a special talisman to summon one in the name of Yeenoghu. At any time, a gnoll cleric may summon a shoosuva for guidance or aid, providing whatever service Yeenoghu is willing and able to offer.
Shoosuva feed on carrion, and require a rotting corpse as a reward for its services, or the summoning cleric will never be able to summon a shoosuva again.
A shoosuva resembles a large hyenadon, but is gaunt and radiates a phosphorescent yellow light. A shoosuva speaks Gnoll.

COMBAT
Gnolls fearfully obey shoosuvas, even over the orders of gnoll leaders. Gnoll clerics often carry a talisman made from the bones of another gnoll cleric, carved in the shape of a hyena skull, which they cast to the ground and shout the name of their lord. This ritual summons a shoosuva in the following round if performed during combat, and it will attack the enemies of the priest. If the shoosuva survives combat, it will fade away into the Abyss after one hour. Shoosuva will try to paralyze as many opponents as it can with its bite attack, finishing them off when they are unable to defend themselves.
Creeping Paralysis (Su): A shoosuva that hits with a bite attack delivers its deadly paralysis, on a failed Fort save (DC 16). Victims suffer both a cumulative –1 penalty to attack rolls and a reduction of its base speed by 5-foot increments per round. When the base speed reaches 0 feet per round, the victim becomes completely immobile, and cannot attack, speak, or cast spells. This paralysis will wear off 3d2 rounds after the victim becomes immobilized.
Call Gnolls (Su): A shoosuva can call to all gnolls within a 120-foot range, while on the Material Plane. All gnolls able to hear this call will obey the shoosuva’s every word unto the death.
Undead Traits: A shoosuva is immune to all mind-affecting effects, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a Fortitude save unless it also works on objects. It is also immune to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. A shoosuva cannot be raised, and resurrection works only if it is willing. The creature has darkvision (60-foot range).

The shoosuva first appeared in Dragon 63 (“The Humanoids: Goals and Gods of the Kobolds, Goblins, Hobgoblins, & Gnolls”, Roger Moore, 1982).
 

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