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Deep End SarglagonCreature 8


LargeAmphibiousDevilEvilFiendLawfulUnholy
Source Pathfinder #164: Hands of the Devil
Perception +18 (greater darkvision)
Languages Diabolic, Empyrean, Telepathy 100 Feet
Skills Arcana +14, Athletics +18, Deception +15, Diplomacy +15, Intimidation +17, Stealth +15
Str +6, Dex +3, Con +4, Int +2, Wis +4, Cha +3

AC 27; Fort +18; Reflex +13; Will +16; +1 status to all saves vs. magic
HP 120
Speed 25 feet (fly 25 feet, swim 30 feet)
Immunities fire
Weaknesses Holy 5
Resistances Physical 5, Poison 10

Fangs One Action +20 (+15, +10) to hit (evil, magical, unholy) 2d12+9 Piercing
Tentacle Arm One Action +20 (+16, +12) to hit (agile, evil, magical, unholy) 2d8+9 Bludgeoning

Greater Darkvision

A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness.

Telepathy 100 feet (aura, magical)

A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

+1 Status to All Saves vs. MagicHeavy Aura (aura, divine, incapacitation)

10 feet. A creature that enters the heavy aura must attempt a DC 23 will save. It is then temporarily immune for 10 minutes.


Success The creature is unaffected.

Failure The creature is Encumbered while it remains in the area. If the creature is already encumbered, it is Immobilized while it remains within the aura.

Critical Failure As failure, but the effect persists for 3 rounds after leaving the aura.

Stygian Guardian Reaction

Trigger A creature or object within the sarglagon's reach is targeted by an attack


Effect The sarglagon interposes themself, giving the creature or object Standard Cover against the attack (+2 circumstance bonus to AC), or Greater Cover (+4 circumstance bonus to AC) if the sarglagon was already granting it lesser cover.

Drown Two Actions (divine, incapacitation)

The sarglagon conjures murky water to fill the lungs of a creature that can't breathe water within 30 feet. The target must attempt a DC 26 fortitude save.


Critical Success The target is unaffected.

Success The target coughs up water and is Sickened 1.

Failure The target is holding its breath. The only action it can take is to attempt a Fortitude save against Drown to expel the water, which is a single action.

Critical Failure The target falls Unconscious and begins suffocating. If the target succeeds at its Fortitude save while suffocating, it coughs up the water and can breathe again.

Sarglagon Venom (poison)

Saving Throw DC 26 fortitude


Maximum Duration 6 rounds

Stage 1 2d6 poison damage and Clumsy 1 (1 round)

Stage 2 3d6 poison damage and Clumsy 2 (1 round)


Divine Innate Spells (DC 23, +18 to hit)

2nd Level: See Invisibility (Constant)
4th Level: Dimension Door, Dimension Door (At Will), Freedom of Movement, Hydraulic Torrent
5th Level: Control Water


Rituals

Infernal Pact


Sarglagons dwell in Hell's myriad waterways, lakes, and oceans. They serve as guardians of the Academy of Lies-the repository of secrets in Stygia, the fifth layer of Hell. Sarglagons breathe water and air with equal ease, and can move through water, land, and even air with uncanny swiftness. Few fiends travel the waterways of the multiverse, but where a river crosses the planes, odds are sarglagons have traveled it to further their infernal machinations. The only body of water they avoid is the River Styx, as the fiends have yet to develop any defense against that waterway's memory-sapping qualities. Mortal spellcasters sometimes bind sarglagons as guardians of precious secrets or treasures, particularly in aquatic areas. Most strangely, sarglagons sometimes act as unnerving caretakers to mortals who have no idea what they did to earn their unwanted protectors' attention. The constant uninvited vigilance of these devils is often disturbing and stifling to their wards.


Each type of devil plays a particular role in Hell's bureaucracies and hierarchies, though some have far more specialized functions than others.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Amphibious

An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual –2 penalty for being underwater.

Devil

A family of fiends from Hell, most devils are irredeemably unholy. They typically have greater darkvision, immunity to fire, telepathy, and weakness to holy.

Fiend

Creatures that hail from or have a strong connection to the unholy planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.

Unholy

Effects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.