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Sarglagon

Creature 8 — amphibious, devil, fiend, unholy

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: pathfinder-monster-core

Perception +18
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
AC 27 Fort +18 Ref +13 Will +16
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 +20, Damage 2d12+9 piercing
Melee Tentacle Arm +20, Damage 2d8+9 bludgeoning

Abilities

Greater Darkvision — Greater Darkvision
Telepathy 100 feet (aura, magical, mental) — Telepathy
Constant Spells — Constant Spells
+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.
Stygian Guardian
Drown (divine, incapacitation) — The sarglagon conjures murky water to fill the lungs of a creature within 30 feet of it that can't breathe water. 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.
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)

Spells

Control Water (rank 5)
Hydraulic Torrent (rank 4)
Translocate (rank 4)
Translocate (At Will) (rank 4)
Unfettered Movement (rank 4)
See the Unseen (Constant) (rank 2)
Diabolic Pact (rank 1)

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