Nydazuul

Level 11
Creature· chaoticUniqueHugeLegacy
AC 31
HP 180
Speed 40 ft.
Fort +23
Ref +21
Will +20
Perc +20
Size Huge
Unique
Immunities controlled, fear effects
Resistances mental 10, physical 10 (except cold iron)
Spells
Occult Innate Spells (DC 31, attack +21)
Languages chthonian
Senses greater-darkvision, scent 30 ft. (imprecise), truesight 60 ft.
Speeds 40 ft., climb 40 ft., fly 40 ft.
Skills athletics +23, acrobatics +21, intimidation +20
Recall Knowledge religion DC 38

Attacks

Melee Bite +23/+18/+13(chaotic, magical, reach 10 ft., unholy)
Damage: 2d10+12 piercing + 2d6 bleed + 1d6 spirit
Effect: rotting curse
Melee Sting +23/+19/+15(agile, chaotic, finesse, magical, reach 15 ft., unholy)
Damage: 2d4+12 slashing + 2d6 bleed + 1d6 spirit

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.

Confusing Display◆◆offensive(concentrate, emotion, 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◆◆offensive(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 11d6 void damage (DC 30 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 Curseoffensive(curse, disease, 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).

Description

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