Argorth
Creature 11 — aberration, mindless
An argorth is a huge, worm-like creature with three massive spiked mandibles surrounding its gnashing maw. It moves atop a series of hook-shaped bones protruding from its underbelly, supplemented by an occasional push with the back half of its 30-foot length. The mindless, eyeless argorth knows nothing but rage and destruction, making it more like a natural disaster than any known beast of the natural world. Argorths are the incomprehensible spawn of dibrasgorths. They slough off fully formed f
Source: pathfinder-monster-core-2
Perception +18
Skills acrobatics +21, athletics +23
Str
+7
Dex
+3
Con
+5
Int
-5
Wis
+1
Cha
-1
AC 30
Fort +24
Ref +21
Will +18
HP 200
Immunities visual
Resistances acid 10, cold 10
Speed 30 feet, burrow 20 feet, climb 20 feet, swim 30 feet
Offense
Melee Jaws +24, Damage 2d10+13 piercing
Melee Tail +24, Damage 2d8+13 bludgeoning
Abilities
Bloodsense — The argorth can detect any creature that has a heartbeat, such as most humanoids, or any creature that's consumed blood within 1 week, such as a vampire.
Death Slam —
Constrict — The argorth can only Constrict creatures Grabbed by its tail.
2d8+7 bludgeoning, DC 27 Fortitude
Constrict
Ground Pound — The argorth rears up its massive bulk and slams it downward with incredible force. Each creature in a 10-foot type:emanation takes 5d8 bludgeoning damage (DC 27 Reflex save). A creature who critically fails this save is also knocked Prone.
Swallow Whole (attack) — Large, 2d8+7 bludgeoning, Rupture 24
Swallow Whole
Unnatural Shriek (auditory, emotion, fear, mental) — The argorth emits a terrible howl not of the mortal world. Each non-aberration creature within 120 feet must attempt a DC 30 Will save. Regardless of the result, a creature is temporarily immune to the argorth's Unnatural Shriek for 24 hours.
**Critical Success** The creature is unaffected.
**Success** The creature is Frightened 1.
**Failure** The creature is stupefed 1 for 1 minute and Frightened 2.
**Critical Failure** The creature is stupefed 2 for 1 minute and Frightened 3.
Improved Grab — Improved Grab
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