NydazuulCreature 11
Source Pathfinder #184: The Ghouls Hunger
Perception +20 (greater darkvision, scent (imprecise) 30 feet, truesight (precise) 60 feet)
Languages Chthonian, Telepathy 100 Feet
Skills Acrobatics +21, Athletics +23, Intimidation +20
Str +6, Dex +4, Con +6, Int -2, Wis +3, Cha +3
AC 31; Fort +23; Reflex +21; Will +20;
HP 180
Speed 40 feet (climb 40 feet, fly 40 feet)
Immunities controlled, fear effects
Resistances Mental 10, Physical 10
Bite
+23 (+18, +13) to hit (chaotic, magical, reach 10, unholy) 2d10+12 Piercing + 2d6 BleedSting
+23 (+19, +15) to hit (agile, chaotic, finesse, magical, reach 15, unholy) 2d4+12 Slashing + 2d6 BleedGreater 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 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.
Confusing Display
(concentrate, emotion, fear, incapacitation, mental, occult, visual)The augnagar's writhing limbs and flesh seethe and squirm in a disorienting and unsettling manner. Creatures in a 30-foot emanation must attempt a DC 30 will save, after which they are temporarily immune to further Confusing Displays for 1 minute.
Critical Success The creature is unaffected.
Success The creature is Stupefied 1 for 1 round.
Failure The creature is Stupefied 1 and Confused for 1 minute.
Critical Failure As failure, but the creature can't attempt a flat check to recover from confusion whenever it takes damage from an attack or spell.
Inhale Vitality
(occult)Frequency once per day
Effect The augnagar inhales sharply, drawing life force out of creatures in a 50-foot cone. Creatures in the area take 11d6 void damage (DC 30 fortitude save, and the creature is fatigued on a failure). The augnagar becomes Quickened for 1 round on its next turn, and it can use the extra action only to Stride or Strike.
Rotting Curse (curse, disease, occult)Saving Throw DC 30 fortitude
Stage 1 Drained 1 (1 day)
Stage 2 Drained 2 and the creature displays hideous, festering wounds exuding a horrific stench. Any creature within 30 feet of the victim must succeed at a DC 30 fortitude save or become Sickened 1 (plus Slowed 1 on a critical failure, for as long as it's sickened).
While within the aura, affected creatures take a -2 circumstance penalty to saves against disease and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute. The victim of the disease doesn't roll a save, but takes the failure effects automatically and can't reduce its sickened value below 1 (1 day).
Occult Innate Spells (DC 31, +21 to hit)
5th Level: Dimension Door
7th Level: True Seeing (Constant)
The brutish and gluttonous augnagar live to feast- preferably on rotten flesh, and when possible, demon flesh. But to them, the greatest delicacy is the flesh of other augnagars. Augnagars have spiderlike legs with leathery membranes like a bat's wings, and three tails ending in hooked claws perfect for slicing flesh.
Traits
A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.
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.
QlippothA family of fiends hailing from the Outer Rifts, most qlippoth are unholy. Their appearance affects the minds of non-qlippoth that view them.
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.