Infernal Tide

Level 13
Creature· amphibiousUncommonMediumRemaster
AC
33
HP
240
Speed
25 ft.
Perception
+25
Fort
+26
Ref
+20
Will
+23
Immunities fire
Resistances physical 10, poison 15
Weaknesses area-damage 10, holy 10, splash-damage 10
Languages diabolic, empyrean
Senses greater-darkvision, see-invisibility
Skills athletics +27, intimidation +25, deception +23, arcana +22
Other Speeds fly 25 ft., swim 30 ft.
Recall Knowledge DC 33 (religion)

Abilities

Telepathy 100 feetinteraction
At-Will Spellsinteraction
Constant Spellsinteraction
+1 Status to All Saves vs. Magic
Heavy Aura

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.

Stygian Guardian

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.

Troop Defenses
Troop Movement
Drown◆◆

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

Sarglagon Venom

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)

Tentacle Onslaught

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.