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NydazuulCreature 11


UniqueCEHugeFiendQlippoth
Source Pathfinder #184: The Ghouls Hunger
Perception +20 (greater darkvision, scent (imprecise) 30 feet, true seeing)
Languages Abyssal, 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; Reflex +21; Will +20;
HP 180
Speed 40 feet (climb 40 feet, fly 40 feet)
Immunities controlled, fear effects
Weaknesses Lawful 10
Resistances Mental 10, Physical 10

Bite One Action +23 (+18, +13) to hit (chaotic, magical, reach 10) 2d10+12 Piercing + 1d6 Chaotic
Sting One Action +23 (+19, +15) to hit (agile, chaotic, finesse, magical, reach 15) 2d4+12 Slashing + 1d6 Chaotic

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. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal Darkvision. A creature with greater darkvision, however, can see through even these forms of magical darkness.

Scent (Imprecise 30) feet

Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).

If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.

Telepathy (aura, divination, 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 Two Actions (concentrate, emotion, enchantment, 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.

Inhale Vitality Two Actions (necromancy, 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 12d6 negative damage (DC 30 basic 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, necromancy, 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).


Occult Innate Spells (DC 31, +21 to hit)

5th Level: Dimension Door
7th Level: True Seeing (Constant)


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.


Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.