What do you know about Shoosuva?
- Large Undead (Extraplanar)
- Alignment: Always chaotic evil
- Initiative: +7; Senses: Listen +22 and Spot +22
- AC: 26 (-1 size, +7 Dex, +10 natural), touch 16, flat-footed 19
- Hit Dice: 18d12 (117 hp); DR: 10/cold iron and good
- Fort +6, Ref +13, Will +12
- Speed: 40 ft.
- Space: 10 ft./5 ft.
- Base Attack +9; Grapple +20
- Attack: Bite +15 melee
- Full Attack: Bite +15 melee
- Damage: Bite 1d8+10/15-20/x3 plus creeping paralysis
- Unique Attacks/Actions: Augmented criticals, creeping paralysis
- Abilities: Str 25, Dex 24, Con -, Int 14, Wis 12, Cha 18
- Unique Qualities: improved evasion, SR 21, turn resistance +4, undead traits
- Feats: Combat Expertise; Combat Reflexes; Dodge; Improved Critical (bite); Mobility; Spring Attack; Whirlwind Attack
- Skills: Intimidate +25, Knowledge (religion) +23, Listen +22, Move Silently +28, Ride +24, and Spot +22
- Advancement: 19-30 HD (Large), 31-42 HD (Huge), 43-54 HD (Gargantuan)
- Climate/Terrain: Infinite Layers of the Abyss
- Organization: Solitary, pack (2-8), or cult (shoosuva plus 2-8 3rd-level gnoll rangers plus 1-4 5th-level gnoll clerics)
- Treasure/Possessions: Standard
- Source: Dungeon #112
The infamous bite attack of Shoosuva 5e in Dungeons and Dragons
Augmented Critical (Ex): The shoosuva’s bite attack threatens a critical hit on a consequence of 58-20. And it bargains X3 damage on a successful critical hit. Most shoosuvas further enhance their bite. It is by taking the Improved Critical (bite) feat. It raises their threat range to 15-20.
Creeping Paralysis (Su): A creature bitten by a shoosuva must make a successful Fortitude saving throw (DC 23) or become affected with the creeping paralysis of the shoosuva. Upon becoming affected, the victim immediately takes 2 points of Strength drain and 2 points of Dexterity drain. On each round that follows, the sufferer takes an additional 2 points of Strength and Dexterity drain.
Upon reaching 0 in either score, the sufferer gets paralysis. It is until the magic restores any ability scores at 0 to 1. However, the energy of the creeping paralysis is such that it lasts even afterwards, and on the round after being restored, the victim starts retaking Strength and Dexterity drain. A remove paralysis spell may get rid of the creeping paralysis effect, but only as long as the caster makes a successful level check (DC 23), but this does not revive any drained skill scores. Heal automatically removes the creeping paralysis. The save DC is Charisma-based.
Improved Evasion (Ex): If a shoosuva makes a successful Reflex save against an attack that usually deals damage on a successful saving throw, it instead takes no damage. Even if it fails the saving throw, it takes only half damage from the attack.
Yeenoghu often involved himself in the lives of his followers through omens and signs. Still, he did not shy away from more direct techniques of participation when possible. Long ago, he crafted the shoosuvas to serve as bodyguards and intermediaries for important shamans and promising cultists as well as to be his protectors. The demonic undead was called returners one of the gnolls as they were thought to be the demonic incarnations of Yeenoghu’s best disciples. The shoosuvas were incredibly similar in many ways to the ghouls, Yeenoghu’s other favourite undead, whose traits that he bestowed upon them.
It is a brutal combatant and prefers to hurl itself into the middle of the melee and lash out with its terrible bite.
This undead often deliberately surround themselves; they have no fear of suffering sneak attack damage as they’re undead and may use their Whirlwind Attack feat to significant effect in such situations.
Yeenoghu long ago developed the demonic undead known as the shoosuva (translated to”returner” from the gnoll tongue.) It is for use as an intermediary between him and his clerics. He vested in the shoosuva many of the traits of the other form of favoured undead – the ghoul. Gnolls talk only rarely of the shoosuvas and believe they’re the incarnations of the spirits of the greatest of Yeenoghu’s shamans.
Powerful gnoll spellcasters can conjure them using spells like more significant planar binding and more excellent planar ally to do their will. And rarely, Yeenoghu sends a shoosuva package to a particularly favoured gnoll cleric to offer support and advice in times of need. Shoosuva speaks Common, Abyssal, and Gnoll.
Extraplanar Subtype 5e dnd
A subtype applied to any creature when it is on a plane apart from its native plane. A creature that travels the planes can lose or gain this subtype as it goes from plane to plane. This book assumes that encounters with animals take place on the Material Plane, and every creature whose native plane is not the Material Plane gets the extraplanar subtype (but might not have when on its home plane).
An extraplanar creature usually has a home plane mentioned in its description. These house planes are taken from the Great Wheel cosmology of this D&D match (see Chapter 5 of the Dungeon Master’s Guide). If your campaign uses another cosmology, you’ll have to assign different home planes to extraplanar creatures.
Creatures not labelled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype should they leave the Material Plane. No creature has the extraplanar subtype when it’s on a transitive plane; the transitive planes in the D&D cosmology will be the Astral Plane, the Ethereal Plane, and the Plane of Shadow.
Shoosuvas were hyena-shaped demons that were given to powerful gnolls as gifts from Yeenoghu after victorious battles. In the gnoll language, “shoosuva” interpreted as “returner.
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Shoosuvas were 6 feet (1.8 m) high, wild quadrupeds that squatted as they stood. They resembled emaciated hyena dens, with the key differences being the series of bony ridges that went down their spines and their giant poisonous tail stingers. Their skin was mottled, and their fur was patchy, a fact made more apparent by the yellow, nauseating, phosphorescent light that was emitted by their bodies, similar in strength to a light cantrip. The wicked light also highlighted their leprous throats, puffy eyes, and the jagged fangs that filled their slavering maws.
Shoosuva were intensely loyal to a particular gnoll cultist above all other gnolls. Their favourite food was rotten meat and enlisting one often entailed bribing it with carrion. Contrary to what their animalistic appearance suggested, shoosuva were reasonably intelligent, notably by gnoll standards.
The hallmark ability of a shoosuva has been their ability to inflict paralysis through the stingers on their tails. However, it was once considered to be a byproduct of the bite. Those paralyzed would become incapable of moving beyond essential life functions, making them easy pickings for the shoosuva and nearby gnolls. Befitting their guardian role, shoosuva could not be magically manipulated using charm- or fear-based magics and several other mental powers. Like most demons, electricity, fire, poison, and ice magic was of limited use against them, in addition to non-magical weaponry.
Despite not being appropriate undead, they were still somewhat necromantic. However, reports on the impact of controlling and turning them using clerical powers were nebulous. Another rumoured ability within the shoosuva’s arsenal was the capacity to command gnolls to do their bidding against their will and even at the cost of their own lives. This control was purported to extend to the end of their telepathic reach.
Savage in the face of danger. Shoosuva went straight into the heat of battle unconcerned. Their undead form made sure surprise strategies impossible. So they intentionally tried to be surrounded whenever possible to lash out at as many foes at the same time.
A shoosuva appeared in front of a gnoll warring under one of three conditions. The first was after a great victory by the gnoll war band. After the slaughter, a shoosuva would appear in a cloud of billowing, odorous smoke before a holy individual, usually the strongest fang of Yeenoghu current, and bond to them.
A shoosuva responded foremost to the commands of their respective shamans, over the orders of other witch doctors and even leaders. As such, those with shoosuva companions were second only to some find pioneer in the loose war band hierarchy.
The second method was to attempt to summon a shoosuva directly. A shaman attains a sufficient level of physical fortitude and clerical power. Then he gets instructions on how to call a shoosuva. That was done through a talisman made from the bones of another gnoll shaman or witch doctor.
They look like hyenas.
That was carved into the shape of a hyena skull and thrown to the floor. Once this was done, the caster would utter Yeenoghu’s name, causing the Prince of Gnolls to gate at a shoosuva into the summoner’s location within a few seconds.
Till one hour, Shoosuvas keeps calling this way remained until they die. Both of which results their spirits to return to the Abyss. Shoosuva called this way asked for meat as a reward for service. They feel, they are alive and failing to supply any led to a refusal to respond to a further summoning by all shoosuva.
Finally, a shoosuva has another name. It is Material Plane. Any shaman or witch doctor of Yeenoghu will use this name and request for assistance or advice. This method required carrion and was much inferior to the secondary procedure. Even the most powerful of Yeenoghu’s faithful had less than a 50% chance to succeed, and the shoosuva summoned only remained for a few minutes if not seconds.
If attacked or if their summoner gets assaul in the short time. Suppose they need to answer some questions. A shoosuva would waste no time mauling the offender with whatever limited time it had. Shoosuvas were foremost loyal to Yeenoghu and their advice and assistance extended only up to what Yeenoghu allowed them to give.