Library / Bestiary

Devil, Drowning

CR 8.00 Outsider LE Large
This serpentine creature has finlike wings, ram horns, four eyes, and arms that end in masses of tentacles.

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.

STR
20
DEX
25
CON
23
INT
16
WIS
20
CHA
19
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.

Agile Maneuvers from Feat

<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>

Combat Reflexes from Feat

<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>

Dodge from Feat

<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>

Weapon Finesse from Feat

<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>

Wind Stance from Feat

<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

spell-like abilities:
Constant—See Invisibility, Constant—Water Breathing, At will—Control Water, At will—Curse Water, At will—Discern Lies, At will—Teleport, Greater, At will—Hydraulic Push, 3/day—Hydraulic Torrent, 3/day—Poison, 3/day—Protection From Good, 1/day—Freedom Of Movement
Details
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
Sources Used in This Record
16 House/Core
  • 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.
OGL 1.0a Notice. Pathfinder-derived Open Game Content on this page is used under the Open Game License v1.0a and Section 15 notice.