Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Confusing Display
(concentrate, emotion, enchantment, fear, incapacitation, mental, occult, visual) The augnagar's writhing limbs and flesh seethe and squirm in a disorienting and unsettling manner. Creatures in a 30-foot emanation must attempt a DC 34 Will save, after which they are temporarily immune to further Confusing Displays for 1 minute. Critical Success The creature is unaffected. Success The creature is stupefied 1 for 1 round. Failure The creature is stupefied 1 and confused for 1 minute. Critical Failure As failure, but the creature can't attempt a flat check to recover from confusion whenever it takes damage from an attack or spell.
Ability
Inhale Vitality
Frequency: once per day
Effect: The augnagar inhales sharply, drawing life force out of creatures in a 50-foot cone. Creatures in the area take 14d6 negative damage (DC 34 basic Fortitude save, and the creature is fatigued on a failure). The augnagar becomes quickened for 1 round on its next turn, and it can use the extra action only to Stride or Strike.
Ability
Occult Innate Spells
DC 31; 5th dimension door (×3); Constant (7th) true seeing
Ability
Rotting Curse
2 circumstance penalty to saves against disease and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute. The victim of the disease doesn't roll a save, but takes the failure effects automatically and can't reduce its sickened value below 1 (1 day).
Offense
Melee
Circumstance: combat round (melee)
bite +28 [+23/+18] (chaotic, magical, reach 10 feet), Damage 3d12+14 piercing plus 4d6 persistent bleed, 1d6 chaotic, and rotting curse
Trait
Fiend
Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.
Trait
Qlippoth
A family of fiends hailing from the Abyss, most qlippoth are chaotic evil. Their appearance affects the minds of non-qlippoth that view them.
Immunity
controlled
fear
Language
Abyssal
telepathy 100 feet
Perception
greater darkvision
scent (imprecise) 30 feet
true seeing
Resistance
mental 15
physical 15 (except cold iron)
Weakness
lawful 15