Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Broken Barb
Circumstance: A creature is grabbed or restrained in the nasurgeth's jaws;
The nasurgeth breaks a tooth off in the target, who takes 3d10 persistent bleed damage and is no longer grabbed or restrained. If the target is adjacent to a surface, the tooth also pins it in place, making it immobilized (Escape DC 45).
Ability
Divine Innate Spells
DC 43; 8th eclipse burst (×3), harm (×3); 7th plane shift (to Material Plane; Negative Energy Plane; or Shadow Plane only), true seeing; Cantrips (10th) detect magic
Ability
Midnight Depths
(aura, cold, darkness, divine, necromancy, negative) 60 feet. A nasurgeth's entropy grows even stronger underwater. All water within the aura is completely dark (as 4th-level darkness). Magical light with a counteract level of 4th level or lower, along with magical light cantrips, are suppressed. A living creature entering or starting its turn in the aura takes 4d6 negative damage, and the creature also takes an additional 2d10 cold damage if it's in water (DC 39 basic Fortitude save). If it fails, it's also enfeebled 1 for 1 minute and pulled 10 feet toward the nasurgeth.
Ability
Ravenous Void
The nasurgeth barrels forward with their mouth open, Swimming twice in a straight line and moving through the spaces of Huge or smaller creatures. The nasurgeth deals the damage of their jaws Strike to each creature whose space they enter (DC 45 basic Reflex save). Any creature that critically fails is automatically Swallowed Whole.
Ability
Spray Black Bile [Reaction]
Circumstance: Trigger: The nasurgeth takes slashing or piercing damage from a c
Darkness and negative energy spill out from the nasurgeth's wound, dealing 8d8 negative damage to creatures within 20 feet (DC 40 basic Fortitude).
Ability
Sunlight Powerlessness
A nasurgeth caught in sunlight is stunned 2 and clumsy 2.
Ability
Swallow Whole
Huge, 2d10+9 bludgeoning, Rupture 40. A living creature that ends its turn swallowed whole by a nasurgeth becomes drained 1 or increases its drained condition by 1, and the nasurgeth gains 20 temporary Hit Points. A creature whose drained condition increases to 5 in this way dies.
Offense
Melee
Circumstance: combat round (melee)
jaws +39 [+34/+29] (magical, reach 15 feet), Damage 3d10+19 piercing plus 2d10 cold and Improved Grab
Trait
Aquatic
Aquatic creatures are at home underwater. Their bludgeoning and slashing unarmed Strikes don't take the usual -2 penalty for being underwater. Aquatic creatures can breathe water but not air.
Trait
Darvakka
Entropic undead creatures twisted by the Shadow Plane and Negative Energy Plane.
Trait
Shadow
Magic with this trait involves shadows or the energy of the Shadow Plane. Creatures with this trait are natives of the Shadow Plane. They can survive the basic environmental effects of the Shadow Plane.
Trait
Undead
Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don't benefit from healing effects.
Immunity
cold
death effects
disease
paralyzed
poison
unconscious
Language
Abyssal
Common
Infernal
Necril
telepathy 100 feet
Perception
greater darkvision
lifesense 60 feet
Weakness
good 15
silver 15