Infernal TideCreature 13
Source Pathfinder Adventure Path: Hell's Destiny
Perception +25 (greater darkvision, see invisibility)
Languages Diabolic, Empyrean, Telepathy 100 Feet
Skills Arcana +22, Athletics +27, Deception +23, Intimidation +25
Str +8, Dex +3, Con +5, Int +2, Wis +4, Cha +3
AC 33; Fort +26; Reflex +20; Will +23; +1 status to all saves vs. magic
HP 240
Speed 25 feet (fly 25 feet, swim 30 feet)
Immunities fire
Weaknesses Area Damage 10, Holy 10, Splash Damage 10
Resistances Physical 10, Poison 15
Telepathy 100 feet (aura, magical, mental)
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.
At-Will SpellsThe monster can cast its at-will spells any number of times without using up spell slots.
Constant SpellsA 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 aura becomes Encumbered while it remains in the aura unless it succeeds at a DC 30 will save, after which it's immune for 10 minutes.
Stygian Guardian
Trigger A creature or object within 5 feet of the troop is targeted by an attack or offensive troop ability
Effect Some of the infernal tide interpose themselves, giving the target standard cover against the attack, or greater cover if the troop was already granting it lesser cover.
Troop DefensesTroops are composed of many individuals, represented by four "segments" on a battle grid. Each segment is 10 feet on each side and as tall as the individual members of the troop. Segments must remain contiguous. Each one has to share at least 5 feet of one of its edges with another segment—being adjacent on a diagonal isn't sufficient! You can measure flanking, cover, and the like using the center of any segment.
A troop has two Hit Point thresholds in its HP entry and loses segments as it crosses thresholds. Typically, the higher threshold is at 2/3 of the troop's maximum Hit Points and the lower is at 1/3 of its maximum. Once the troop drops below the higher threshold, it loses one segment, leaving three segments (12 squares) remaining and setting the first threshold as the troop's new maximum Hit Points. This repeats when the troop drops below the lower threshold, leaving two segments (8 squares). At 0 Hit Points, the troop disperses entirely, with the few remaining members surrendering, Fleeing, or easily dispatched, as determined by the GM. Typically the creature who caused the troop to lose a segment decides which to remove, or the GM decides when a specific creature wasn't responsible. To restore lost segments and maximum Hit Points, a troop needs to spend downtime to use long-term treatment on casualties or recruit new members to replace the fallen.
Troops are typically immune to non-damaging effects that target a single creature, such as a Charm spell or the Demoralize action. An ability that can target 5 or more creatures can target an entire segment, increasing to two segments if it can target 10 or more creatures and to the entire troop if it can target 20 or more creatures. An ability that affects all creatures in a certain range affects all segments in range (make any checks or saves separately for each segment). As examples, an 8th rank charm spell (with 10 targets) can affect two segments, and an ability that Demoralizes all creatures within 30 feet of you would affect all segments that are fully within that range. A non-damaging ability that would prevent a segment from acting, cause them to flee, or otherwise make them unable to function as part of the troop for a round or more removes the segment entirely. The troop loses a number of HP required to bring it to the next threshold. If an ability both deals damage and has a non-damaging effect, apply the damage then the rest of the effect.
Troop MovementWhenever a troop moves, you move one of its segments and the other segments follow behind it. At the end of the movement, you can group the other segments adjacent to the one you moved as you see fit, provided none of them moves farther than the moving segment. If you choose not to move the troop any distance, you can instead reshape the position of all the segments as long as one stays in place.
Drown
(divine, incapacitation, water)The infernal tide conjures murky water to fill the lungs of all creatures that can't breathe water within a 30-foot cone. Each target in the area must attempt a DC 30 fortitude save.
Critical Success The target is unaffected.
Success The target coughs up water and becomes Sickened 1.
Failure The target must hold its breath. The only action it can take is to attempt a DC 30 fortitude save 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 33 fortitude
Maximum Duration 6 rounds
Stage 1 3d6 poison damage and Clumsy 1 (1 round)
Stage 2 4d6 poison damage and Clumsy 2 (1 round)
Tentacle Onslaught
(magical, unholy)Frequency once per round
Effect The troop lashes out their tentacles in a coordinated melee attack against each enemy in a 5-foot emanation (DC 30 reflex save). The damage depends on the number of actions. A creature that fails its save is also exposed to sarglagon venom.
1 (1d8+3) bludgeoning damage
2 (4d8+6) bludgeoning damage
3 (5d8+10) bludgeoning damage
Divine Innate Spells (DC 30, +22 to hit)
2nd Level: See the Unseen (Constant)
4th Level: Hydraulic Torrent (2x), Translocate, Translocate (At Will), Unfettered Movement
5th Level: Control Water
Rituals
Sarglagons can gather to form an infernal tide, a troop that displays unnerving fluidity in the way its devils seem to flow around each other.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
AmphibiousAn 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.
DevilA family of fiends from Hell, most devils are irredeemably unholy. They typically have greater darkvision, immunity to fire, telepathy, and weakness to holy.
FiendCreatures 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.
TroopA troop is an organized collection of component creatures, typically Small or Medium in size, working as a cohesive whole. Over the course of enough attacks and downed comrades, troops shrink in size. A troop typically has the troop defenses and troop movement abilities, and most troops have weaknesses to area damage and splash damage. Because they consist of multiple discrete creatures, they can't be summoned.
UnholyEffects 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.