Augnagar
Creature 14 (uncommon) — fiend, qlippoth, unholy
WeaverCrasherLANDAERIALVERTICALfiendqlippothunholy
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 swollen, spiderlike legs with leathery membranes like a bat's wings, and three tails ending in hooked stings perfect for slicing flesh. An augnagar that gorges sufficiently, especially on other augnagars, can grow so massive it can't even move, thrashing and festering where it lies. It eventually flies in
Source: pathfinder-monster-core
Perception +27; darkvision, scent (imprecise) 30 feet, truesight 60 feet
Languages chthonian; Telepathy 100 feet
Skills acrobatics +27, athletics +28, intimidation +26
Str
+8
Dex
+5
Con
+8
Int
-2
Wis
+5
Cha
+4
AC 36
Fort +28
Ref +23
Will +25
HP 225
Immunities controlled, fear-effects
Resistances mental 15, physical (except cold-iron) 15
Speed 40 feet, climb 40 feet, fly 40 feet
Offense
Melee Jaws (magical, reach-10, unarmed, unholy) +28, Damage 3d12+14 piercing plus 3d6 bleed plus Rotting Curse
Melee Sting (agile, finesse, magical, reach-15, unholy) +28, Damage 3d8+14 slashing plus 3d6 bleed
Abilities
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.
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.
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 34 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.
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, void) — 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 14d6 void damage with a DC 34 Fortitude save. A creature that fails its save is also Fatigued.
If any creatures take damage from this activity, the augnagar becomes Quickened for 1 round, and it can use the extra action only to Stride or Strike.
Effect The augnagar inhales sharply, drawing life force out of creatures in a 50-foot cone. Creatures in the area take 14d6 void damage with a DC 34 Fortitude save. A creature that fails its save is also Fatigued.
If any creatures take damage from this activity, the augnagar becomes Quickened for 1 round, and it can use the extra action only to Stride or Strike.
Rotting Curse (curse, disease, occult) — Saving Throw DC 32 Fortitude
Stage 1 Drained 1 (1 day)
Stage 2 drained 2 and the creature displays hideous, festering wounds exuding a horrific stench. When the victim takes piercing or slashing damage, creatures within 30 feet must succeed at a DC 32 Fortitude save or become Sickened 1. The victim automatically fails this save (1 day).
Stage 1 Drained 1 (1 day)
Stage 2 drained 2 and the creature displays hideous, festering wounds exuding a horrific stench. When the victim takes piercing or slashing damage, creatures within 30 feet must succeed at a DC 32 Fortitude save or become Sickened 1. The victim automatically fails this save (1 day).
Occult Innate Spells DC 31, attack +23
6th Truesight (Constant)
4th Translocate (×3)
WORKS WELL WITH
AnvilLANDA frontline occupies melee while this creature's cone and emanation abilities devastate grouped foes.
SnareAERIALAdditional battlefield control locks targets inside the area effects for maximum exposure.
PUNISHES
✖ clumping✖ low Will✖ low Fortitude
Its heavy resistance profile stacks poorly with another resistance-heavy bruiser, turning the fight into attrition.
Works well with · Punishes · Pairing advice
Unlock with Tactics
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