Argorth

Type: 12th Level Aberration
Size: Huge
Speed: 40 ft., burrow 20 ft., climb 20 ft., swim 40 ft.
Abilities: Str +11, Dex +3, Con +7, Int -1, Wis +3, Cha +5
Skills: Climb 0 (+19), Notice 7 (+10), Swim 8 (+19)*
Feats: Attack Focus (bite), Cleave, Diehard, Endurance, Improved Grab
Traits: Blindsight 120 ft., Constrict, Damage Reduction 4/cold iron, Death Throes, Fearful Shriek, Ground Slam, Immunity to Gaze Attacks, Immunity to Mind-Influencing Effects, Immunity to Visual Effects, Resistance to Acid 4 and Cold 8, Supernatural Resistance 21, Swallow Whole
Combat: Attack +9 (+8 base, +3 Dex, -2 size) (+10 with bite), Damage +17 (bite) or +15 (tail slam or grapple), Defense Dodge/Parry +9/- (+8 base, +3 Dex, -2 size), Initiative +3
Saving Throws: Toughness +18 (+7 Con, +7 natural, +4 size), Fortitude +11 (+4 base, +7 Con), Reflex +7 (+4 base, +3 Dex), Will +11 (+8 base, +3 Wis)


Blindsight: An argorth can ascertain the location of all creatures within 120 feet. Beyond that range it is considered blinded. Argorths are invulnerable to gaze attacks, visual effects of spells such as illusions, and other attack forms that rely on sight.


Death Throes: When an argorth is reduced to the Dead condition, it collapses to the ground and thrashes wildly. It gets one final tail slam attack on every creature within 10 feet, after which it dies. It cannot grapple or constrict with this final attack.


Fearful Shriek: An argorth can emit a wholly unnatural shriek, a howl not of the mortal world. When an argorth uses this ability, all creatures within 100 feet must succeed on a DC 21 Will save or be shaken for as long as the monster remains in sight. This is a sonic mind-influencing fear effect. This ability does not affect creatures with more levels than the argorth. Whether or not the save is successful, an affected creature is immune to the same argorth’s fearful shriek for 24 hours. The save DC is Charisma-based.


Ground Slam: As a full-action, an argorth can lift its entire body into the air and slam it against the ground in a single, reckless attack. This attack deals +4 damage to the argorth, but all creatures within 5 feet of the monster are targeted by this +13 melee attack which deals +17 damage. Any creature standing within 10 feet of an argorth when it makes this attack (including those who might be damaged) must make a DC 23 Reflex save or be knocked prone by the sheer force of the blow. The save DC is Constitution-based.


Swallow Whole: An argorth can try to swallow a grabbed Medium or smaller opponent by making a successful grapple check. An argorth that swallows an opponent can use its Cleave feat to bite and grab another opponent. A swallowed creature takes +16 bludgeoning damage and +7 acid damage per round from the argorth’s gizzard. A swallowed creature can try to cut its way free with a light slashing or piercing weapon by bringing the argoth’s gizzard to “wounded” or worse condition on the damage track, or it can just try to escape the grapple. The Toughness save of the interior of an argoth is +10. Since a swallowed creature is surrounded on all sides by the swallowing creature’s gizzard, it does not have to roll to hit the gizzard—just make a Toughness save for the gizzard when the swallowed creature attacks it. Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. If the swallowed creature escapes the grapple, success puts it back in the attacker’s mouth, where it may be bitten or swallowed again. An argorth’s gizzard can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents.


Skills: An argorth has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened. It also has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the move all out action while swimming, provided it swims in a relatively straight line.


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