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Infernal Tide

Sarglagons can gather to form an infernal tide, a troop that displays unnerving fluidity in the way its devils seem to flow around each other.

Elite | Normal | Weak
Proficiency without Level

Infernal TideCreature 13

Uncommon Gargantuan Amphibious Devil Fiend Troop Unholy 
Source Pathfinder #223: Hell's Destiny pg. 240
Recall Knowledge DC 33 (includes +2 from Uncommon) • Fiend (Religion)
Perception +25; greater darkvision, see the unseen
Languages Diabolic, Empyrean; telepathy 100 feet
Skills Arcana +22, Athletics +27, Deception +23, Intimidation +25
Str +8, Dex +3, Con +5, Int +2, Wis +4, Cha +3
AC 33; Fort +26, Ref +20, Will +23; +1 status to all saves vs. magic
HP 240 (4 segments); Immunities fire; Resistances physical 10 (except silver), poison 15; Weaknesses area damage 10, holy 10, splash damage 10
Heavy Aura (aura, divine, incapacitation) 10 feet. A creature that enters the aura becomes encumbered while it remains in the aura unless it succeeds at a DC 30 Will save, after which it’s immune for 10 minutes.Troop Defenses Stygian Guardian [reaction] Trigger A creature or object within 5 feet of the troop is targeted by an attack or offensive troop ability; Effect Some of the infernal tide interpose themselves, giving the target standard cover against the attack, or greater cover if the troop was already granting it lesser cover.
Speed 25 feet, fly 25 feet, swim 30 feet; troop movement
Divine Innate Spells DC 30, attack +22; 6th hydraulic torrent; 5th control water, translocate; 4th hydraulic torrent, translocate (at will), unfettered movement; Constant (2nd) see the unseen
Rituals DC 30; 1st diabolic pact
Drown [two-actions] (divine, incapacitation, water) The infernal tide conjures murky water to fill the lungs of all creatures that can’t breathe water within a 30-foot cone. Each target in the area must attempt a DC 30 Fortitude save.
Critical Success The target is unaffected.
Success The target coughs up water and becomes sickened 1.
Failure The target must hold its breath. The only action it can take is to attempt a DC 30 Fortitude save 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 33 Fortitude; Maximum Duration; 6 rounds; Stage 1 3d6 poison damage and clumsy 1 (1 round); Stage 2 4d6 poison damage and clumsy 2 (1 round)Tentacle Onslaught [one-action] to [three-actions] (magical, unholy) Frequency once per round; Effect The troop lashes out their tentacles in a coordinated melee attack against each enemy in a 5-foot emanation (DC 30 basic Reflex save). The damage depends on the number of actions. A creature that fails its save is also exposed to sarglagon venom.
[one-action] 1d8+3 bludgeoning
[two-actions] 4d8+6 bludgeoning
[three-actions] 5d8+10 bludgeoning

Sidebar - Treasure and Rewards Guardians On The Go

Mortal spellcasters often bind sarglagons as guardians of secrets and treasures. However, when the drowning devils sense a greater duty to Hell and gather in an infernal tide, they don’t abandon their wards; they often carry the treasures with them. Thus, adventurers looting an infernal tide might uncover an eclectic mix of strange trinkets, carefully waterproofed tomes, and priceless wonders.

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