Variant Devilfish Sorcerer 8 CR 10
Speed 10 ft., swim 40 ft., jet 240 ft.
Melee tentacles +10 (3d6+3 plus grab)
Space 10 ft.; Reach 15 ft.
Special Attacks dehydrating attack (1d6+4, 6/day), savage bite (+10 melee, 2d6+3/18–20 plus poison), unholy blood (DC 16)
Bloodline Spell-Like Abilities (CL 8th; concentration +11)
6/day—dehydrating attack (1d6+4)
Sorcerer Spells Known (CL 8th; concentration +11)
4th (3/day)—summon monster IV
3rd (6/day)—aqueous orb (DC 16), lightning bolt (DC 16), (DC 16)
2nd (7/day)—blur, darkness, scorching ray, slipstream (DC 15)
1st (7/day)—chill touch (DC 14), expeditious retreat, hydraulic push, mage armor, magic missile, shocking grasp
0 (at will)—acid splash, bleed (DC 13), detect magic, mage hand,
ray of frost, read magic, resistance, touch of fatigue (DC 13)
During Combat Dhauggota targets opponents with lightning bolt and other ranged spells. If a foe in the water appears to be unable to breathe or swim well, she targets it with ray of exhaustion before moving in to attack with her tentacles and savage bite.
Morale Dhauggota flees into the depths of the lake using her jet ability if reduced to fewer than 30 hit points.
Str 14, Dex 20, Con 19, Int 12, Wis 12, Cha 17
Base Atk +9; CMB +12 (+16 grapple); CMD 28 (can’t be tripped)
Feats Combat Casting, Combat Reflexes, Eschew Materials, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Silent Spell, Toughness
Skills Knowledge (arcana) +10, Knowledge (planes) +4, Perception +10, Spellcraft +10, Stealth +13, Swim +16, Use Magic Device +12
Languages Abyssal, Aklo, Aquan, Common
SQ aquatic adaptation, bloodline arcana, water dependency
Other Gear headband of alluring charisma +2, ring of protection +1
Dhauggota can attack with its savage bite whenever it makes a successful grapple check. This attack is in place of any other action made with a successful grapple check. The bite threatens a critical hit on a roll of 18–20, and injects the target with poison as well.
Dhauggota’s blood is infused with fiendish magic. Once per day, as a swift action, Dhauggota can emit a night-black cloud of this foul liquid, filling a 20-foot-radius cloud if underwater, or a 20-foot-radius burst on land. In water, the blood provides total concealment for everything but Dhauggota (who can see through the blood with ease); on land the slippery blood coats the ground, making the area difficult terrain. The blood persists for 1 minute before fading. Anyone who enters a cloud of the blood in the water or who is within the area of a burst of blood on land must make a DC 16 Fortitude save or be nauseated for 1d4 rounds—this save need be made only once per cloud. The save DC is Constitution-based.
Pathfinder Adventure Path #46: Wake of the Watcher. © 2011, Paizo Publishing, LLC; Author: Greg A. Vaughan.