Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Etheric Fibers
Circumstance: A doblagub has bonded with their current location by being called
The doblagub grows etheric fibers that they can use to psychically keep prey close. Any time a creature tries to move within this aura, it must succeed at a DC 30 Will save or the movement fails and the action is wasted.
Ability
Etheric Tug
Frequency: once per round
Effect: All non-brughadatch creatures within the aura must succeed at a DC 30 Fortitude save or be pulled 10 feet toward the doblagub.
Ability
Magical Tongue
A doblagub can use their tongue to make spell attacks with spells that have a range of touch.
Ability
Primal Innate Spells
DC 33, attack +27; 6th crushing despair, dominate; 5th confusion, enthrall (x2), illusory scene (at will), wall of stone; 4th charm (at will), lightning bolt (x2), paralyze (x3); 3rd faerie fire (x2), fear (at will), hideous laughter; Cantrips (6th) detect magic, produce flame; Constant (6th) true seeing
Offense
Melee
Circumstance: combat round (melee)
jaws +27 [+22/+17] (reach 10 feet), Damage 4d8+14 bludgeoning plus Grab
Offense
Swallow Whole
Medium, 4d10+8 bludgeoning, Rupture 24
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
Fey
Creatures of the First World are called the fey.
Language
Common
Sylvan
Perception
darkvision
true seeing
Weakness
cold iron 15