Azarpal

Level 13
Creature· feyUncommonMediumRemaster
AC
34
HP
275
Speed
30 ft.
Perception
+24
Fort
+24
Ref
+26
Will
+20
Immunities disease
Weaknesses cold-iron 10
Languages common, diabolic, fey
Senses low-light-vision
Skills deception +27, stealth +26, thievery +24, crafting +23
Other Speeds burrow 15 ft.
Recall Knowledge DC 33 (nature)

Attacks

Melee Jaws +26 (finesse, unarmed), Damage 3d12+12 piercing
Melee Tail +26 (agile, finesse), Damage 3d10+10 bludgeoning

Abilities

Azarpal Poison

Saving Throw DC 28 fortitude

Onset 1 minute

Maximum Duration 6 minutes

Stage 1 Sickened 1 (1 minute)

Stage 2 Fatigued and Sickened 2 (1 minute)

Stage 3 2d12 poison damage plus fatigued and Sickened 3 (1 minute); the sickened condition value caused by azarpal poison cannot be reduced below 1 as long as the poison's duration remains active.

Culinary Alchemy

The azarpal knows the formulas for all common and uncommon alchemical foods of its level or lower found on pages 46–51 of Treasure Vault without needing a formula book. A typical azarpal carries about 700 gp of alchemical food.

Gulp or Grab◆◆◆

The Azarpal swallows a single meal or alchemical food and stores it in one of six stomachs. Therein, the food doesn't spoil (drinks must be swallowed in closed containers, or they spill and affect the azarpal normally). The azarpal can use this activity to reach into its mouth and retrieve a stored item as well. Any item that remains stored in an azarpal's stomach for at least 24 hours becomes laced with azarpal poison.

Lasting Illusion

When an azarpal casts illusory disguise and only targets themselves, the duration increases to 24 hours.

Twirl Tail

The azarpal lashes and twirls their confounding tail, snapping and lashing it in all adjacent squares. Until the start of the azarpal's next turn, all non-azarpals treat the squares adjacent to the azarpal as difficult terrain.

Azarpals resemble bipedal hogs with wide-tusked mouths, bloated bellies, and long, bristly tails. They can store food in their multiple stomachs for long periods of time, slowly infusing it with a signature poison that causes those afflicted to sweat profusely and succumb to intense nausea.

Azarpals love spreading discontent via poisoned food. They delight in traveling caravan routes, disguised as merchants, constantly sampling regional cuisines, and choosing their favorites for stomach storage and poison infusion. Then, upon reaching a land where the dish is rare or sought after, they find a place to leave the meal out for an unwary traveler. They might also find a way to introduce the poisoned meal to a tavern or restaurant and hang back to watch the resulting fun.

Removing Azarpal Poison Once an item of food or drink has been laced with azarpal poison, it can be detoxified through the use of a cleanse cuisine spell or by spending an hour using alchemical supplies to nullify the poison. This latter option requires access to an alchemical lab and a successful Crafting check against the azarpal's poison save DC.