Deep End Sarglagon

Level 8
Creature· amphibiousLargeLegacy
AC 27
HP 120
Speed 25 ft.
Fort +18
Ref +13
Will +16
Perc +18
Size Large
Common
Immunities fire
Resistances physical 5 (except silver), poison 10
Weaknesses holy 5
Languages diabolic, empyrean
Senses greater-darkvision
Speeds 25 ft., fly 25 ft., swim 30 ft.
Skills athletics +18, intimidation +17, deception +15, diplomacy +15, stealth +15, arcana +14
Recall Knowledge religion DC 24

Attacks

Melee Fangs +20/+15/+10(evil, magical, unholy)
Damage: 2d12+9 piercing + 1d6 spirit
Melee Tentacle Arm +20/+16/+12(agile, evil, magical, unholy)
Damage: 2d8+9 bludgeoning + 1d6 spirit
Effect: sarglagon venom

Abilities

Greater Darkvisioninteraction

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. A creature with greater darkvision can see through even forms of magical darkness.

Telepathy 100 feetinteraction(aura, 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 Spellsinteraction

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.

+1 Status to All Saves vs. Magicdefensive
Heavy Auradefensive(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 Guardiandefensive

Trigger A creature or object within the sarglagon's reach is targeted by an attack Effect The sarglagon interposes themself, giving the creature or object Standard Cover against the attack (+2 circumstance bonus to AC), or Greater Cover (+4 circumstance bonus to AC) if the sarglagon was already granting it lesser cover.

Drown◆◆offensive(divine, incapacitation)

The sarglagon conjures murky water to fill the lungs of a creature that can't breathe water within 30 feet. 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 Venomoffensive(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)

Description

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 River Styx, as the fiends have yet to develop any defense against that waterway's memory-sapping qualities. Mortal spellcasters sometimes bind sarglagons as guardians of precious secrets or treasures, particularly in aquatic areas. Most strangely, sarglagons sometimes act as unnerving caretakers to mortals who have no idea what they did to earn their unwanted protectors' attention. The constant uninvited vigilance of these devils is often disturbing and stifling to their wards.


Each type of devil plays a particular role in Hell's bureaucracies and hierarchies, though some have far more specialized functions than others.