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Doblagub

Creature 13 — amphibious, fey

Pre-Remaster content. May include legacy alignment.

AnvilSnareLANDAQUATICfey

Elder brughadatches command groups of fellow brughadatches, who placate the doblagub with fresh meals and trophies of the group's grisly catches. Brughadatches are malevolent fey tricksters with distinct stages of life: they spawn from the First World's primal energies as esurient tadpoles, grow into humanoids capable of creating enticing illusions, then finally evolve into huge, slothful toads that warp their environs with mere thoughts.

Source: extinction-curse-bestiary (Pre-Remaster)

Perception +26; darkvision, truesight 60 feet
Languages common, fey
Skills athletics +25, deception +28, intimidation +28, nature +26, survival +24
Str
+8
Dex
+3
Con
+6
Int
+2
Wis
+5
Cha
+7
AC 35 Fort +23 Ref +18 Will +26
HP 250
Weaknesses cold-iron 15
Speed 10 feet, swim 10 feet

Offense

Melee Jaws (reach-10, unarmed) +27, Damage 4d8+14 bludgeoning plus Grab
Melee Tongue (reach-15) +27, Damage bludgeoning plus Grab, Magical Tongue
Grab and Pull 10ft.

Abilities

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.
Etheric Fibers (aura, mental) — 40 feet.

Requirements A doblagub has bonded with their current location by being called there via a ritual or by remaining in one place for 10 years
Effect The doblagub grows etheric fibers that they can use to psychically keep prey close. Any time a creature tries to move within this aura, it must succeed at a DC 30 Will save or the movement fails and the action is wasted.
Etheric Tug
Magical Tongue — A doblagub can use their tongue to make spell attacks with spells that have a range of touch.
Swallow Whole (attack) — Medium, 4d10+8 bludgeoning, Rupture 24

The monster attempts to swallow a creature of the listed size or smaller that it has grabbed or restrained in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an Athletics check opposed by the grabbed creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can't attack creatures it has swallowed.

A swallowed creature is Grabbed, is Slowed 1, and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim Escapes this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature grabbed in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The swallowing creature is Off-Guard against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the swallowed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.

Effect: Engulf and Swallow Whole

If the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage.
Grab
Primal Innate Spells DC 33, attack +27
6th Dominate, True Seeing (Constant)
5th Crushing Despair, Illusory Scene (At Will), Wall of Stone
4th Confusion
3rd Enthrall (×2), Lightning Bolt (×2), Paralyze (×3)
2nd Faerie Fire (×2), Hideous Laughter
1st Charm (At Will), Fear (At Will)
Cantrips (6th) Detect Magic, Produce Flame

WORKS WELL WITH

SniperLAND / AQUATICRanged attackers avoid the Grab and Swallow Whole threat while chipping this amphibious lurker's high Hit Points from outside its reach.
CrasherLAND / AQUATICOnce the tongue grabs and pulls in a target, a burst striker finishes it before it can be swallowed.
FlankerLAND / AQUATICA mobile flanker circles behind the slow amphibious body since its base and swim Speeds offer minimal repositioning.

PUNISHES

✖ clumping✖ reach reliance✖ positioning near a lure point
Avoid pairing with another slow Anvil-type bruiser, since overlapping low-Speed roles leave the encounter without mobile pressure.
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 #154: Siege of the Dinosaurs.

This stat block is Open Game Content, used under the Open Game License 1.0a (full license text) and not under the ORC License. The Section 15 copyright notice required by that license is reproduced in full on our licenses page.

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