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    Devil, Sarglagon (Drowning Devil)

    Frail, fin-like wings erupt from the back of this serpentine creature, whose head resembles that of a ram-horned, four-eyed fish, and whose muscular arms end in masses of writhing tentacles like fists made of sea anemones.

    Drowning Devil CR 8

    XP 4,800
    LE Large outsider (devil, evil, extraplanar, lawful)
    Init +7; Senses darkvision 60 ft., see in darkness, see invisibility; Perception +17
    Aura heavy aura (10 ft., DC 18)

    DEFENSE

    AC 21, touch 17, flat-footed 13 (+7 Dex, +1 dodge, +4 natural, –1 size)
    hp 103 (9d10+54)
    Fort +12, Ref +10, 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 +15 (2d6+5), 2 slams +15 (1d8+5 plus poison)
    Space 10 ft.; Reach 10 ft.
    Special Attacks drown, poison
    Spell-Like Abilities (CL 12th; concentration +16)

    Constantsee invisibility, water breathing
    At willcontrol water, curse water, discern lies, greater teleport (self plus 50 lbs. of objects only), hydraulic push
    3/dayhydraulic torrent, poison (DC 18), protection from good
    1/dayfreedom of movement, summon (level 4, 1 drowning devil 35%)

    STATISTICS

    Str 20, Dex 25, Con 23, Int 16, Wis 20, Cha 19
    Base Atk +9; CMB +17; CMD 33 (can't be tripped)
    Feats Agile Maneuvers, Combat Reflexes, Dodge, Weapon Finesse, Wind Stance
    Skills Bluff +16, Diplomacy +16, Fly +5, Intimidate +16, Knowledge (nature) +15, Knowledge (planes) +15, Perception +17, Sense Motive +17, Stealth +15, Swim +25
    Languages Celestial, Common, Draconic, Infernal; telepathy 100 ft.

    SPECIAL ABILITIES

    Drown (Su)

    As a full-round action, a drowning devil can summon murky water into the lungs of a single target within 30 feet. If the target can't breathe water, it's unable 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 or it falls unconscious and is brought to 0 hit points. On the next round, the target must save successfully again or drop to –1 hit point and start 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 drowning devil'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 its armor check penalty increases by 2. A creature already carrying a heavy load or wearing heavy armor that fails its save can't move as long as it remains in the affected area. A creature that saves against a drowning devil's heavy aura is immune to that devil's aura for 24 hours. The save DC is Charisma-based.

    Poison (Ex)

    Slam—injury; save Fort DC 20; frequency 1/round for 6 rounds; effect 1d4 Str; cure 2 consecutive saves.