Qlippoth, Augnagar
Description
The immense augnagar is relatively slow-witted. As an outsider, it does not need to eat to survive, yet it remains ravenous and feeds on anything it can overpower. The augnagar prefers the taste of well-rotted flesh— particularly rotted demon flesh—and the horrific curse its bite imparts flavors its meals perfectly. Yet the augnagar's favorite feast is of a much more cannibalistic type. These creatures find the flesh of their own kind to be the greatest delicacy. When an augnagar feeds upon enough of its own kind, it grows enormously bloated such that it can no longer fly, at which point it uses its clawed tails to tear its body apart in a frenzy of self-destruction. From this storm of torn fat and shredded viscera emerges a fully grown thulgant qlippoth—a creature similar in shape to an augnagar, yet much more intelligent and even more dangerous.
An augnagar has a wingspan of 30 feet and weighs 6,000 pounds.
Combat Stats
- Melee
- bite +23 (2d6+11 plus 1d8 bleed and rotting curse), 3 claws +23 (1d8+11 plus 1d8 bleed)
- Space
- 15ft.
- Reach
- 15 ft. (30 ft. with claws)
- DR
- 10/lawful
- Racial Modifiers
- +16 Stealth
Ability Scores
Proficiencies
Weapons: Martial, Simple
Special Attacks
Horrific Appearance — Creatures that succumb to an augnagar's horrific appearance are driven momentarily insane. This results in 2 points of Charisma damage and leaves the victim confused for 1d3 rounds.
Feats
Flyby Attack, Hover, Improved Initiative, Improved Vital Strike, Lightning Reflexes, Power Attack, Vital Strike
Special Abilities
Special Abilities
Feats, Traits & Items
When flying, the creature can take a move action and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.
A creature with this feat can halt its movement while flying, allowing it to hover without needing to make a Fly skill check.
If a creature of size Large or larger with this feat hovers within 20 feet of the ground in an area with lots of loose debris, the draft from its wings creates a hemispherical cloud with a radius of 60 feet. The winds generated can snuff torches, small campfires, exposed lanterns, and other small, open flames of non-magical origin. Clear vision within the cloud is limited to 10 feet. Creatures have concealment at 15 to 20 feet (20% miss chance). At 25 feet or more, creatures have total concealment (50% miss chance, and opponents cannot use sight to locate the creature).
When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack three times and add the results together before adding bonuses from Strength, weapon special abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.
You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.
Skills
Climb +19, Fly +12, Perception +22, Stealth +24
Spells
- Type
- Outsider
- Alignment
- CE
- Size
- Huge
- Environment
- any (Abyss)
- Organization
- solitary
- Treasure
- standard
- Senses
- blindsight 30 ft., darkvision 60 ft., scent, true seeing; Perception +22
- Languages
- Abyssal; telepathy 100 ft.
- Source
- Bestiary 2