Variants

System: Pathfinder | SRD

Variants CR 11
Init +3 ; Senses blindsight 120 ft.; Listen +3, Spot +3
Defense
AC 26, touch 11, flat-footed 23 (+3 Dexterity, +15 natural, -2 size)
hp 138 (12d8+84); Diehard
Fort +15, Ref +7, Will +11
DR 10/cold iron
Immune gaze attacks, mind-affecting effects, visual effects
Resist acid 10, cold 20
SR 21
Offense
Speed 40 ft., burrow 20 ft., climb 20 ft., swim 40 ft.
Melee bite +19 (3d6+11) and tail slam +13 (2d6+5)
Space 15 ft., ; Reach 10 ft.
Special Attacks constrict 2d6+16, fearful shriek, ground slam, improved grab, swallow whole
Statistics
Str 32,, Dex 16,, Con 24,, Int 8,, Wis 16,, Cha 20
Base Atk +9
Feats Cleave , Combat Reflexes , Die Hard, Endurance , Weapon Focus (bite)
Skills Climb +19, Spot +18, Swim +19
Languages Abyssal
SQ death throes
Special Abilities
Blindsight (Ex) 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.
Constrict (Ex) An argorth deals 2d6+16 points of damage with a successful grapple check.
Death Throes (Ex) When an argorth is reduced to –10 hit points, 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 (Su) 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-affecting fear effect. This ability does not affect creatures with more Hit Dice 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 (Ex) As a full-round 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 1d10 points of damage to the argorth, but all creatures within 5 feet of the monster are targeted by this +13 melee attack which deals 2d8+16 points of 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.
Improved Grab (Su) To use this ability, an argorth must hit a creature at least one size category smaller than itself with its tail. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Swallow Whole (Ex) 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 2d8+8 points of bludgeoning damage and 8 points of acid damage per round from the argorth’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 15). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. An argorth’s gizzard can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents.
Always CE Huge aberration

Add to encounter | Back to Monsters