Deep End Sarglagon

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

Attacks

Melee Fangs +20 (evil, magical, unholy), Damage 2d12+9 piercing plus 1d6 spirit
Melee Tentacle Arm +20 (agile, evil, magical, unholy), Damage 2d8+9 bludgeoning plus 1d6 spirit

Abilities

Greater Darkvisioninteraction
Telepathy 100 feetinteraction
Constant Spellsinteraction
+1 Status to All Saves vs. Magic
Heavy Aura

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 Guardian

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◆◆

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

Sarglagon Venom

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)

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.