Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ability
+1 status to all saves vs. magic
Ability
Critical Failure
As failure, but the effect persists for 3 rounds after leaving the aura.
Ability
Divine Innate Spells
DC 23, attack +18; 5th control water, dimension door; 4th dimension door (at will), freedom of movement, hydraulic torrent; Constant (2nd) see invisibility
Ability
Drown
(conjuration, divine, incapacitation) The sarglagon conjures murky water to fill the lungs of a creature that can't breathe water within 30 feet. The target must attempt a DC 26 Fortitude save. Critical Success The target is unaffected. Success The target coughs up water and is sickened 1. Failure The target is holding its breath. The only action it can take is to attempt a Fortitude save against Drown to expel the water, which is a single action. Critical Failure The target falls unconscious and begins suffocating. If the target succeeds at its Fortitude save while suffocating, it coughs up the water and can breathe again.
Ability
Failure
The creature is encumbered while it remains in the area. If the creature is already encumbered, it is immobilized while it remains within the aura.
Ability
Heavy Aura
(aura, divine, incapacitation, transmutation) 10 feet. A creature that enters the heavy aura must attempt a DC 23 Will save. It is then temporarily immune for 10 minutes.
Ability
Rituals
DC 23; 1st infernal pact
Ability
Sarglagon Venom
(poison) Saving Throw DC 26 Fortitude; Maximum Duration 6 rounds; Stage 1 2d6 poison damage and clumsy 1 (1 round); Stage 2 3d6 poison damage and clumsy 2 (1 round)
Ability
Stygian Guardian [Reaction]
Circumstance: Trigger: A creature or object within the sarglagon's reach is tar
Trigger: A creature or object within the sarglagon's reach is targeted by an attack; Effect The sarglagon interposes themself, giving the creature or object standard cover against the attack (+2 circumstance bonus to AC), or greater cover (+4 circumstance bonus to AC) if the sarglagon was already granting it lesser cover.
Ability
Success
The creature is unaffected.
Offense
Melee
Circumstance: combat round (melee)
fangs +20 [+15/+10] (evil, magical), Damage 2d12+9 piercing plus 1d6 evil
Trait
Amphibious
An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual -2 penalty for being underwater.
Trait
Devil
A family of fiends from Hell, most devils are irredeemably lawful evil. They typically have greater darkvision, immunity to fire, and telepathy.
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.
Immunity
fire
Language
Celestial
Infernal
telepathy 100 feet
Perception
greater darkvision
see invisibility
Resistance
physical 5 (except silver)
poison 10
Weakness
good 5