Agorth CR 8

XP 4,800
CE Huge monstrous humanoid
Init +2 Senses darkvision 60 ft., low-light vision, scent; Perception +15


AC 18, touch 10, flat-footed 16 (+2 Dex, +8 natural, -2 size)
hp 125 (10d10+70)
Fort +9, Ref +9, Will +9
Immune poison; Resist cold 10, fire 5


Speed 60 ft.
Melee two +15 claws (2d6+7 slashing and ongoing bleed 3, 20/x4)
Special Attacks rend (two claws, 2d6+7 slashing), breath weapon (15-ft. cone, 6d6 cold or fire, Ref DC 21 half, usable every 1d6 rounds)


Str 24, Dex 15, Con 22, Int 7, Wis 15, Cha 11
Base Atk +10; CMB +19; CMD 31
Feats Cleave, Great Cleave, Lunge, Power Attack, Run, Toughness
Skills Climb +15, Intimidate +8, Perception +15, Profession (cook) +4, Survival +15
Languages Common, Orc


Steal Rage (Su)

Anytime a barbarian enters rage within 60 ft. of an agorth, the barbarian must make a DC 21 Will save. If the save fails, the agorth also enters rage, gaining identical benefits to the barbarian’s rage, and gaining the ability to use any rage power the barbarian demonstrates during the encounter. Each round the agorth remains in rage removes a round of rage from the affected barbarian.

An agorth is never fatigued after its rage ends.

Two-Natured Breath (Ex)

An agorth’s breath weapon can inflict either cold or fire damage, chosen by the agorth at the time it uses the breath weapon.


Environment cold forests and mountains
Organization usually solitary
Treasure standard (in lair)

Agorths are endlessly hungry and instinctively violent, and worst of all, they genuinely enjoy slaughter.

The creatures keep a count of the worthy foes they massacre, scratching an increasingly intricate tally of kill marks on the walls of their cave lairs. Particularly powerful adversaries are memorialized with crude pictograms looming over their polished skulls and pelvises, taken as trophies.

Dedicated and enthusiastic carnivores, the dimwitted Agorths display a surprisingly artistic streak when it comes to cannibalism.

Once a victim has been torn limb from limb, the agorth prepares the remains over its fire, carefully spicing it with forest herbs and berries. The only time an Agorth even approaches peace or serenity is as it eats its gory dinner. Agorth are surly and solitary, but occasionally one realizes it is more than strong enough to slaughter its way to dominance of an orc warband. Such ‘alliances’ are usually temporary and more dangerous for the orcs themselves than nearby humanoid settlements. The Agorth uses orcs as slaves and sparring partners for a few weeks before getting bored and murdering them all. Any Agorth that has flirted with rule as an orc ‘king’ usually has a good store of orc jerky laid in by the time it’s all over.

Agorth are grey-skinned and white furred brutes who stand between 10-12 ft. tall.

Their hands are killing sabers, their roar loud enough to be heard a dozen miles away.

Agorth have crocodile-like faces crowned beneath a heavy crown of bone and horn. The creatures boast a potent (yet short ranged) breath weapon that can be either fire or frost, and Agorth are clever enough to use either energy to cook and preserve the man-flesh they find so delicious.

Section 15: Copyright Notice

Nemesis Unleashed Volume II. Copyright 2019, Otherverse Games. Author: Chris A. Field

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