CR 8 Sarglagon

Combat

Sarglagon CR 8

XP 4,800

SE Large Outsider (Incubus, Evil, Extraplanar, Social)
Init +10 Senses Darkvision 60 ft., see in darkness, see invisibility; Perception +17

DEFENSE


AC 21 touch 17, flat-footed 13 (+7.5 Dex, +1 dodge, +4 natural, -1 size)
hp 103hp (9d10+54 con)
Fort +15, Ref +14, Will +11
DR 5/good; Immune fire, poison; Resist acid 10, cold 10; SR 19

OFFENSE


Speed 30 ft., Fly 30 ft.(Average), Swim 40 ft.
Melee Bite +21 (2d6+5), 2 slams +21 (1d8+5 plus poison)
Space 10 ft.; Reach 10 ft.
Special Attacks drown
Spell Like Abilities (CL 12th)
Constant—see invisibility, water breathing
At will—control water, curse water, discern lies, greater teleport (self plus 50 lbs. of objects only), hydraulic push
3/day—hydraulic torrent, poison (DC 18), protection from good
1/day—freedom of movement, summon (level 4, 1 sarglagon 35%)

STATISTICS


Str 20(+5), Dex 25(+7.5), Con 23(+6.5), Int16(+3), Wis 20(+5), Cha 19(+4.5)
Base Atk +9 OCM +15 OCMC 30 DCM +19.5 DCMC 34.5
Feats Agile Maneuvers, Combat Reflexes, Dodge, Weapon Finesse, Wind Stance
Skills 9 Skill Points , +16 Bluff, +16 Diplomacy, +5 Fly, +16 Intimidate, +15 Knowledge (nature), +15 Knowledge (planes), +17 Perception, +17 Sense Motive, +15 Stealth, +19 Swim
Languages Celestial, Common, Draconic, Infernal; telepathy 100 ft.

ECOLOGY


Environment
Organization
Treasure Value

SPECIAL ABILITIES

Drown (Su)
As a full-round action, a sarglagon can summon murky water into the lungs of a single target within 30 feet. If the target cannot breathe water, it cannot hold its breath and immediately begins to drown. At the start of its next turn, the target must succeed at a DC 18 Fortitude save to cough up this water; otherwise, it falls unconscious at 0 hit points. On the next round, the target must save successfully again or drop to –1 hit point and be dying; on the third round it must save successfully again or die. The save DC is Charisma-based.

Heavy Aura (Su)
Whenever a creature enters the sarglagon's heavy aura, it must succeed at a DC 18 Will save or reduce its speed as if carrying a load one step higher or wearing armor one category heavier (whichever is worse), and the creature's armor check penalty increases by 2. A creature already carrying a heavy load or wearing heavy armor that fails its save cannot move as long as it remains in the affected area. A creature that successfully saves against a sarglagon's heavy aura is immune to that devil's aura for 24 hours. The save DC is Charisma-based.

Poison (Ex)

Type Slam—injury Save Fort DC 20
Frequency 1/round for 6 rounds Effect 1d4 Str
Cure 2 consecutive saves.

Categories: Monsters

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