Devil, Drowning
Called sarglagons in their Infernal tongue, drowning devils take great pride in being the best-adapted guardians of Hell's waterways, and are among the few fiends who travel the seas and rivers of the multiverse as part of larger infernal plots. Even in the air or on the ground, a drowning devil moves with a haunting litheness as though it were swimming.
A typical drowning devil weighs 600 pounds, and can exceed 15 feet from head to tail.
- HP
- 103 (9d10+54)
- AC
- 21, touch 17, flat-footed 13 (+7 Dex, +1 dodge, +4 natural, –1 size)
- Speed
- 30 ft., fly 30 ft. (average), swim 40 ft.
- Init
- +7
- Melee
- bite +15 (2d6+5), 2 slams +15 (1d8+5 plus poison)
- Space
- 10 ft.
- Reach
- 10 ft.
- BAB
- +9
- CMB
- +17
- CMD
- 33 (can't be tripped)
- Fort
- +12
- Ref
- +10
- Will
- +11
- DR
- 5/good
- SR
- 19
Weapons: Martial, Simple
Drown — As a full-round action, a drowning devil can summon murky water into the lungs of a single target within 30 feet. If the target can't breathe water, it's unable hold its breath and immediately begins to drown. At the start of its next turn, the target must succeed at a DC 18 Fortitude save to cough up this water or it falls unconscious and is brought to 0 hit points. On the next round, the target must save successfully again or drop to -1 hit point and start dying; on the third round it must save successfully again or die. The save DC is Charisma-based.
Poison — Slam—injury; save Fort DC 20; frequency 1/round for 6 rounds; effect 1d4 Str; cure 2 consecutive saves.
<p class="stat-block-1"> You add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus (see Combat) instead of your Strength bonus.</p>
<p class="stat-block-1"> You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.</p>
<p class="stat-block-1"> You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.</p>
<p class="stat-block-1"> With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.</p>
<p class="stat-block-1"> If you move more than 5 feet this turn, you gain 20% concealment for 1 round against ranged attacks.</p>
Bluff +16, Diplomacy +16, Fly +5, Intimidate +16, Knowledge (nature) +15, Knowledge (planes) +15, Perception +17, Sense Motive +17, Stealth +15, Swim +25
- Type
- Outsider
- Alignment
- LE
- Size
- Large
- Environment
- any (Hell)
- Organization
- solitary, pair, or guard (3–10)
- Treasure
- standard
- Senses
- darkvision 60 ft., see in darkness, see invisibility; Perception +17
- Languages
- Celestial, Common, Draconic, Infernal; telepathy 100 ft.
- Source
- Bestiary 4
-
Uses feat: Agile Maneuvers (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Combat Reflexes (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Dodge (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Weapon Finesse (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Wind Stance (Feat)House/Core — covered by the site's Section 15.
-
Knows spell: See Invisibility (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Water Breathing (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Control Water (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Curse Water (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Discern Lies (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Teleport, Greater (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Hydraulic Push (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Hydraulic Torrent (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Poison (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Protection From Good (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Freedom Of Movement (Spell)House/Core — covered by the site's Section 15.
Loading references...