Nydazuul
Creature 11 (unique) — fiend, qlippoth, unholy
Pre-Remaster content. May include legacy alignment.
CrasherAnvilAERIALLANDVERTICALfiendqlippoth
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 spiderlike legs with leathery membranes like a bat's wings, and three tails ending in hooked claws perfect for slicing flesh.
Source: blood-lords-bestiary (Pre-Remaster)
Perception +20; greater-darkvision, scent (imprecise) 30 feet, truesight 60 feet
Languages chthonian; telepathy 100 feet
Skills acrobatics +21, athletics +23, intimidation +20
Str
+6
Dex
+4
Con
+6
Int
-2
Wis
+3
Cha
+3
AC 31
Fort +23
Ref +21
Will +20
HP 180
Immunities controlled, fear-effects
Resistances mental 10, physical (except cold-iron) 10
Speed 40 feet, climb 40 feet, fly 40 feet
Offense
Melee Bite (chaotic, magical, reach-10, unholy) +23, Damage 2d10+12 piercing plus 2d6 bleed plus 1d6 spirit plus Rotting Curse
Melee Sting (agile, chaotic, finesse, magical, reach-15, unholy) +23, Damage 2d4+12 slashing plus 2d6 bleed plus 1d6 spirit
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.
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 30 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) — 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 11d6 void damage (DC 30 Fortitude save, and the creature is fatigued on a failure). The augnagar becomes Quickened for 1 round on its next turn, 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 11d6 void damage (DC 30 Fortitude save, and the creature is fatigued on a failure). The augnagar becomes Quickened for 1 round on its next turn, and it can use the extra action only to Stride or Strike.
Rotting Curse (curse, disease, occult) — Saving Throw DC 30 Fortitude
Stage 1 Drained 1 (1 day)
Stage 2 Drained 2 and the creature displays hideous, festering wounds exuding a horrific stench. Any creature within 30 feet of the victim must succeed at a DC 30 Fortitude save or become Sickened 1 (plus Slowed 1 on a critical failure, for as long as it's sickened).
While within the aura, affected creatures take a -2 circumstance penalty to saves against disease and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute. The victim of the disease doesn't roll a save, but takes the failure effects automatically and can't reduce its sickened value below 1 (1 day).
Stage 1 Drained 1 (1 day)
Stage 2 Drained 2 and the creature displays hideous, festering wounds exuding a horrific stench. Any creature within 30 feet of the victim must succeed at a DC 30 Fortitude save or become Sickened 1 (plus Slowed 1 on a critical failure, for as long as it's sickened).
While within the aura, affected creatures take a -2 circumstance penalty to saves against disease and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute. The victim of the disease doesn't roll a save, but takes the failure effects automatically and can't reduce its sickened value below 1 (1 day).
Occult Innate Spells DC 31, attack +21
7th True Seeing (Constant)
5th Dimension Door (×3)
WORKS WELL WITH
FlankerAERIAL / LAND / VERTICALThe Flanker exploits the chaos sown by the Crasher's Confusing Display to find off-guard targets.
SniperAERIAL / LAND / VERTICALA Sniper picks off softened or fleeing targets while the Crasher occupies the front.
WeaverAERIAL / LAND / VERTICALThe Weaver compounds the Crasher's debuffs with further area control effects.
PUNISHES
✖ clumping✖ melee reliance✖ invisibility✖ fear tactics
Works well with · Punishes · Pairing advice
Unlock with Tactics
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