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Demontangle

Creature 5 — aquatic, ooze, unholy

SnareAnvilLANDAQUATICoozeunholyaquatic

Since the Worldwound opened over a century ago, countless demons have been slaughtered on the streets of Domora. Their remains sometimes coalesce into further unholy terrors, among the most gruesome examples of which are a trio of large, quivering tangles of knotted demon tongues. These “demontangles” haunt the city's streets day and night, slithering across the ruins in search of mortals to corrupt, destroy, and consume. The tide washes ashore all manner of detritus, from harmless seaweed and s

Source: gatewalkers-bestiary

Perception +9
Skills athletics +15
Str
+6
Dex
-5
Con
+5
Int
-5
Wis
+0
Cha
-5
AC 12 Fort +16 Ref +6 Will +9
HP 170
Immunities critical-hits, mental, unconscious
Weaknesses bludgeoning 5, cold-iron 5, holy 5
Speed 15 feet, swim 30 feet

Offense

Melee Tendril +15, Damage 2d8 + 6 bludgeoning plus Grab, Nauseating Slap

Abilities

Stench (aura, olfactory) — 30 feet. DC 19 Fortitude

A creature entering the aura or starting its turn in the area must succeed at a Fortitude save or become Sickened 1 (plus Slowed 1 as long as it's sickened on a critical failure). A creature that succeeds at its save or recovers from being sickened is temporarily immune to all stench auras for 1 minute.
Constrict — 1d8+6 bludgeoning, DC 22 Fortitude

The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.
Nauseating Slap (poison) — A living creature struck by a demontangle's tendril must attempt a DC 19 Fortitude save. On a failure, the creature becomes Sickened 1. If the creature is already sickened, the condition value increases by 1, to a maximum of sickened 4.

Once a creature succeeds at its saving throw, it is temporarily immune for 24 hours.
Saturated — A demontangle can survive for 1 hour out of the water, after which it risks drowning and suffocation.
Grab

WORKS WELL WITH

CrasherLAND / AQUATICA bursty melee attacker can finish off a foe this grappler has already pinned in place before it breaks free.
SniperLAND / AQUATICA ranged damage dealer keeps clear of the stench aura and grapple range while still contributing damage.
WeaverLAND / AQUATICA caster stacking Fortitude-lowering debuffs makes the ooze's own Fortitude-based control and sickening effects land more often.

PUNISHES

✖ clumping✖ melee reliance✖ low Fortitude
Avoid pairing with another grappling controller; a single locked-down target only needs one Grab to be taken out of the fight.
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Monster Core.

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