Argorth
Creature 11- Perception
- +18; bloodsense 120 feet, scent (imprecise) 60 feet
- Skills
- Acrobatics +21, Athletics +23
- Str +7, Dex +3, Con +5, Int −5, Wis +1, Cha −1
Bloodsense The argorth can detect any creature that has a heartbeat, such as most humanoids, or any creature that's consumed blood within 1 week, such as a vampire.
- AC
- 30; Fort +24, Ref +21, Will +18
- HP
- 200; Immunities visual; Resistances acid 10, cold 10
Death Slam ⟲ Trigger The argorth is reduced to 0 Hit Points
Effect Before it's knocked out, the argorth makes a tail Strike against a random creature within reach.
- Speed
- 30 feet, burrow 20 feet, climb 20 feet, swim 30 feet
Melee ◆ jaws +24 (magical, reach 10 feet), Damage 2d10+13 piercing plus Improved Grab
Melee ◆ tail +24 (magical, reach 10 feet), Damage 2d8+13 bludgeoning plus Improved Grab
Constrict ◆ The argorth can only Constrict creatures Grabbed by its tail.
2d8+7 bludgeoning, DC 27 basic Fortitude
Ground Pound ◆◆ The argorth rears up its massive bulk and slams it downward with incredible force. Each creature in a 10-foot emanation takes 5d8 bludgeoning damage (DC 27 basic Reflex save). A creature who critically fails this save is also knocked Prone.
Swallow Whole ◆ (attack) Large, 2d8+7 bludgeoning, Rupture 24
Unnatural Shriek ◆◆ (auditory, emotion, fear, mental) The argorth emits a terrible howl not of the mortal world. Each non-aberration creature within 120 feet must attempt a DC 30 Will save. Regardless of the result, a creature is temporarily immune to the argorth's Unnatural Shriek for 24 hours.
Critical Success The creature is unaffected.
Success The creature is Frightened 1.
Failure The creature is stupefed 1 for 1 minute and Frightened 2.
Critical Failure The creature is stupefed 2 for 1 minute and Frightened 3.
Improved Grab ◇
Source: Pathfinder Monster Core 2