DoblagubCreature 13
Source Pathfinder #154: Siege of the Dinosaurs
Perception +26 (darkvision, true seeing)
Languages Common, Sylvan
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; Reflex +18; Will +26;
HP 250
Speed 10 feet (swim 10 feet)
Weaknesses Coldiron 15
Jaws +27 (+22, +17) to hit (reach 10) 4d8+14 Bludgeoning
Tongue +27 (+22, +17) to hit (reach 15) Bludgeoning
Darkvision
A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.
At-Will SpellsThe monster can cast its at-will spells any number of times without using up spell slots.
Constant SpellsA 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, enchantment, mental)40 feet Aura
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 TugRequirements The doblagub's etheric fibers aura is active
Frequency once per round
Effect All non-brughadatch creatures within the aura must succeed at a DC 30 fortitude save or be pulled 10 feet toward the doblagub.
Magical TongueA 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 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 Flat-Footed 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.
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.
GrabRequirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.
Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.
Primal Innate Spells (DC 0, +0 to hit)
Cantrips (7th Level): Detect Magic, Produce Flame
1st Level: Charm (At Will), Fear (At Will)
2nd Level: Faerie Fire, Hideous Laughter
3rd Level: Enthrall, Lightning Bolt, Paralyze
4th Level: Confusion
5th Level: Crushing Despair, Illusory Scene (At Will), Wall of Stone
6th Level: Dominate, True Seeing (Constant)
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.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
AmphibiousAn amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual -2 penalty for being underwater.
FeyCreatures of the First World are called the fey.