Infernal Tide
Level 13Abilities
10 feet.
A creature that enters the aura becomes Encumbered while it remains in the aura unless it succeeds at a DC 30 will save, after which it's immune for 10 minutes.
Trigger A creature or object within 5 feet of the troop is targeted by an attack or offensive troop ability
Effect Some of the infernal tide interpose themselves, giving the target standard cover against the attack, or greater cover if the troop was already granting it lesser cover.
The infernal tide conjures murky water to fill the lungs of all creatures that can't breathe water within a 30-foot cone. Each target in the area must attempt a DC 30 fortitude save.
Critical Success The target is unaffected.
Success The target coughs up water and becomes Sickened 1.
Failure The target must hold its breath. The only action it can take is to attempt a DC 30 fortitude save to expel the water, which is a single action.
Critical Failure The target falls Unconscious and b
Saving Throw DC 33 fortitude
Maximum Duration 6 rounds
Stage 1 3d6 poison damage and Clumsy 1 (1 round)
Stage 2 4d6 poison damage and Clumsy 2 (1 round)
Frequency once per round
Effect The troop lashes out their tentacles in a coordinated melee attack against each enemy in a 5-foot emanation (DC 30 reflex save). The damage depends on the number of actions. A creature that fails its save is also exposed to sarglagon venom.
1 (1d8+3) bludgeoning damage
2 (4d8+6) bludgeoning damage
3 (5d8+10) bludgeoning damage
Sarglagons can gather to form an infernal tide, a troop that displays unnerving fluidity in the way its devils seem to flow around each other.