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PFS StandardSarglagon (Drowning Devil)

Sarglagons dwell in Hell'smyriad waterways, lakes, and oceans. They serve as guardians of the Academy of Lies—the repository of secrets in Stygia, the fifth layer of Hell. Sarglagons breathe water and air with equal ease, and can move through water, land, and even air with uncanny swiftness. Few fiends travel the waterways of the multiverse, but where a river crosses the planes, odds are sarglagons have traveled it to further their infernal machinations. The only body of water they avoid is the River Styx, as the fiends have yet to develop any defense against that waterway's memory-sapping qualities. Mortal spellcasters sometimes bind sarglagons as guardians of precious secrets or treasures, particularly in aquatic areas. Most strangely, sarglagons sometimes act as unnerving caretakers to mortals who have no idea what they did to earn their unwanted protectors' attention. The constant uninvited vigilance of these devils is often disturbing and stifling to their wards.

Recall Knowledge - Fiend (Religion): DC 24
Unspecific Lore: DC 22
Specific Lore: DC 19

Elite | Normal | Weak
Proficiency without Level

SarglagonCreature 8

Large Amphibious Devil Fiend Unholy 
Source Monster Core pg. 89
Perception +18; greater darkvision, see the unseen
Languages Diabolic, Empyrean; telepathy 100 feet
Skills Arcana +14, Athletics +18, Deception +15, Diplomacy +15, Intimidation +17, Stealth +15
Str +6, Dex +3, Con +4, Int +2, Wis +4, Cha +3
AC 27; Fort +18, Ref +13, Will +16; +1 status to all saves vs. magic
HP 120; Immunities fire; Resistances physical 5 (except silver), poison 10; Weaknesses holy 5
Heavy Aura (aura, divine, incapacitation) 10 feet. A creature that enters the heavy aura must attempt a DC 23 Will save. It is then temporarily immune for 10 minutes. Success The creature is unaffected. 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. Critical Failure As failure, but the effect persists for 3 rounds after leaving the aura.Stygian Guardian [reaction] 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.
Speed 25 feet, fly 25 feet, swim 30 feet
Melee [one-action] fangs +20 [+15/+10] (magical, unholy), Damage 2d12+9 piercingMelee [one-action] tentacle arm +20 [+16/+12] (agile, magical, unholy), Damage 2d8+9 bludgeoning plus sarglagon venomDivine Innate Spells DC 23, attack +18; 5th control water, translocate; 4th hydraulic torrent, translocate (at will), unfettered movement; Constant (2nd) see the unseen
Rituals DC 23; 1st diabolic pact
Drown [two-actions] (divine, incapacitation, water) The sarglagon conjures murky water to fill the lungs of a creature within 30 feet of it that can't breathe water. 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.
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)

All Monsters in "Devil"

NameLevel
Coart (Messenger Devil)7
Gylou (Handmaiden Devil)14
Nessari (Tyrant Devil)20
Ort (Drudge Devil)0
Phistophilus (Contract Devil)10
Sarglagon (Drowning Devil)8
Vordine (Infantry Devil)5

Devil

Source Monster Core pg. 86
Masters of corruption and architects of conquest, devils seek both to tempt mortal life to join in their pursuit of all things profane and to spread tyranny throughout all worlds. The temptations they offer mortals range from great powers granted by the signing of an infernal contract to twisted favors following a whispered pledge to a diabolic patron, or any number of even subtler exchanges. Those who succumb to these temptations find themselves consigned to an afterlife of endless torment in the pits of Hell, wherein the only hope of escape lies in the chance of being promoted to become a devil in the infernal ranks.

Every devil has a specific role to play in the upkeep of the remorseless bureaucratic machine that is Hell, from soldiers and scholars to inquisitors, lawyers, judges, and executioners. Lowly orts perform subservient labor to more powerful and specialized devils, such as infantry and contract devils, while the greatest nessaris command entire infernal armies.

Asmodeus stands at the apex of the structure he created, but the layers below him are marked by a constant jockeying for position. Most diabolic plans ultimately serve to improve the schemer's place in the hierarchy.

Sidebar - Additional Lore Archdevils

Eight archdevils rule the eight upper layers of Hell, while the deepest layer is ruled by Asmodeus. Barbatos is the doorwarden of Hell's uppermost layer, while Dispater rules Hell's largest city. Mammon guards Hell's treasuries, and Belial designs new weapons for Hell's legions. Geryon is the oldest archdevil and keeper of many secrets, while Moloch leads Hell's armies. Baalzebul is a brooding archdevil who has fallen from Asmodeus's favor, while Mephistopheles was formed from the plane of Hell itself

Sidebar - Additional Lore Diabolic Divinities

Numerous unique and powerful devils hold positions of power in Hell. The most numerous of these are the infernal dukes, many of whom were promoted to this position from already impressive statures as nessaris. The supreme ruler of Hell itself is Asmodeus, the Prince of Darkness. Between these two tiers rule the eight archdevils.

Sidebar - Locations Diabolic Locations

The nine layers of Hell are the planar home of all devils, and they much prefer its tyrannically ordered environs to anywhere else in the multiverse. Yet devils can be encountered anywhere mortals can be tempted by infernal bargains or to seek diabolic aid. On Golarion, the nation of Cheliax is particularly aligned with Hell. Its government is based upon Hell's organization, and the state church is that of Asmodeus.

Sidebar - Related Creatures Fiendish Relations

Devils view daemons' constant hunt for souls as a short-sighted waste of potential, and demons' selfish destruction of society and flesh as uncivilized and obnoxious, but they do not loathe their fiendish counterparts. Indeed, most devils are more than willing to take advantage of daemons and demons as they can to further their own machinations.

Sidebar - Additional Lore Fire and Ice

The classic depiction of Hell is of a burning wasteland of magma and volcanoes, a searing landscape rife with the screaming souls of the damned. Yet those who have visited Hell know the awful truth—for its torments do not cease at eternal burning. Some regions of Hell are perpetually frozen reaches of razor-sharp ice and flesh-scouring wind, while others are miasmic swamps filled with poison and disease. Hell does not limit its torturous toolbox merely to the fires for which it is so well known!

Sidebar - Related Creatures Other Devils

The devils presented on these pages are a small sampling of the torments Hell has to offer. Other devils, like the mechanical warmonger devils, the cherub-faced and fly-bodied accuser devils, and the executioner devils beholden to the Queens of Night are but a few examples of these widespread immortal creatures.