Deep End Sarglagon
Creature 8 — amphibious, devil, fiend, unholy
Pre-Remaster content. May include legacy alignment.
WeaverAnvilLANDAQUATICAERIALdevilfiendunholy
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
Source: abomination-vaults-bestiary (Pre-Remaster)
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
Items Fragment of Urevian's Pendant
AC 27
Fort +18
Ref +13
Will +16
+1 status to all saves vs. magic
HP 120
Immunities fire
Resistances physical (except silver) 5, poison 10
Weaknesses holy 5
Speed 25 feet, fly 25 feet, swim 30 feet
Offense
Melee Fangs (evil, magical, unholy) +20, Damage 2d12+9 piercing plus 1d6 spirit
Melee Tentacle Arm (agile, evil, magical, unholy) +20, Damage 2d8+9 bludgeoning plus 1d6 spirit plus Sarglagon Venom
Abilities
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. Magic —
Heavy 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.
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 —
Drown (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.
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)
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, attack +18
5th Control Water
4th Dimension Door, Dimension Door (At Will), Freedom of Movement, Hydraulic Torrent
2nd See Invisibility (Constant)
WORKS WELL WITH
FlankerLAND / AQUATIC / AERIALDebuffs and venom weaken enemies, making them more vulnerable to a flanker's finishing strikes.
SniperLAND / AQUATIC / AERIALArea control and ranged debuffs manipulate enemy positioning, giving a sniper protected firing lanes.
CrasherLAND / AQUATIC / AERIALEnemies softened by the heavy aura and venom are less able to withstand a crasher's frontline pressure.
PUNISHES
✖ clumping✖ low Will✖ low Fortitude
Works well with · Punishes · Pairing advice
Unlock with Tactics
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