Demon, Pengizu (3pp)

Awkward on land, these are swift and deadly hunters in the waters of the Abyss.

Pengizu CR 11

XP 12,800
CE Large outsider (aquatic, chaotic, demon, evil, extraplanar)
Init -1; Senses scent; Perception +14

DEFENSE

AC 26, touch 8, flat-footed 26 (-1 Dex, +18 natural, -1 size)
hp 155 (10d10+100)
Fort +17, Ref +6, Will +10
DR 10/cold iron; Immune electricity, poison; Resist acid 10, cold 20, fire 10; SR 24

OFFENSE

Speed 10 ft, swim 60 ft
Melee bite +18 (4d4+8 plus regurgitate) or slam +18 (2d8+8)
Space 10 ft; Reach 10 ft
Special Attacks Regurgitate
Spell-Like Abilities (CL 10th)

At will—greater teleport (self plus 50 lbs. of objects only), murk & gloom, whirlwind of ice

 

3/day—cone of cold, solid ice

 

1/day—blasphemy, summon (level 4, 1 pengizu 35%)

STATISTICS

Str 27, Dex 9, Con 31, Int 12, Wis 12, Cha 22
BAB +10; CMB +19; CMD 28 (38 grapple or pin)
Feats Cleave, Greater Bull Rush, Improved Bull Rush, Iron Will, Power Attack
Skills Bluff +14, Escape Artist +20, Intimidate +19, Knowledge (planes) +9, Perception +14, Stealth +12, Survival +14, Swim +29; Racial Modifiers +8 Escape Artist, +8 Swim
Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
SQ amphibious, feathers of slipperiness, underwater tracking, wave mastery

SPECIAL ABILITIES

Feathers of Slipperiness (Ex)

The feathers of the pengizu are oily to keep out water and retain warmth. This gives the pengizu +8 racial bonuses to Escape Artist and Swim checks, and +10 racial bonuses to its cold resistance, and to its CMD against grapple and pin combat maneuvers.

Regurgitate (Ex)

The pengizu can regurgitate the contents of its stomach. Once it has regurgitated, it cannot do so again for 1d4 rounds. This foul smelling and acidic mess does 4d4 points of acid damage and causes the victim to be nauseated for 1d4+1 rounds (Fort DC 21 for 1 round). It can regurgitate on a successful bite or, as a standard action, into an adjacent square, making a touch attack to hit whatever occupies the square. Any creature sized Tiny or smaller is considered to have concealment against the clumsy pengizu’s touch attack.

Underwater Tracking (Ex)

As well as being able to use its scent ability to track creatures on land, the pengizu is able to track creatures underwater using scent. Underwater, the pengizu’s scent ability has twice the range as on land.

Wave Mastery (Su)

For up to 10 minutes per age category per day, a pengizu, along with creatures or vessels within 30 feet, can move at twice its normal speed in water.

ECOLOGY

Environment any (Abyss)
Organization solitary, raft (3-8) or waddle (5-20)
Treasure standard

While there are other demons capable of handling water, like the hezrou, the pengizu is uniquely designed for the water. It is the hunter and killer of the Abyssal seas and is especially at home on the colder layers of that chaotic plane. Only rarely is the pengizu used on the material planes—perhaps the arrogant pirate prince or the foolish barbarian chief on the coast of some ice-bound land will summon a pengizu. Occasionally, a demon horde called to battle a seagoing people or onto a water world will include large numbers of pengizu. However, they have little concern for demonic empires of their own.

Pengizu are formed from the souls of evil pirates and corsairs, and monstrous barbarian hordes. They stand 10 ft tall and weigh 3,000 pounds. They look like oversized penguins with black, dirty white and dark red feathers, and their beaks are long and wicked.

Section 15: Copyright Notice

Spells & Spellcraft Copyright 2002, Fantasy Flight, Inc.

Monsters: Demons (monsters-2.d.2011) Copyright © 2010, 2011 Doug Morrison-Cleary (Universes of Imagination™).

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