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Argorth

An argorth is a huge, worm-like creature with three massive spiked mandibles surrounding its gnashing maw. It moves atop a series of hook-shaped bones protruding from its underbelly, supplemented by an occasional push with the back half of its 30-foot length. The mindless, eyeless argorth knows nothing but rage and destruction, making it more like a natural disaster than any known beast of the natural world.

Argorths are the incomprehensible spawn of dibrasgorths (page 104). They slough off fully formed from the parent creature's mass of tentacles, though scholars and sages don't know exactly when or why this process occurs. The study of such aberrations is hindered by their incredibly violent nature; not many can escape the fury of an argorth, let alone a molting dibrasgorth. Once birthed, an argorth immediately engages in the wanton destruction of everything around it. Though it has no eyes, both its ability to instinctively sense creatures with pumping blood as well as the thousands of tiny coarse hairs covering its body allowing it to “smell” the air around it ensure that nothing escapes its rampage.

Recall Knowledge - Aberration (Occultism): DC 28
Unspecific Lore: DC 26
Specific Lore: DC 23

Elite | Normal | Weak
Proficiency without Level

Changes from being Elite are marked in red below.
NOTE: The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.

Elite ArgorthCreature 12

Huge Aberration Mindless 
Source Monster Core 2 pg. 40
Perception +20; bloodsense (precise) 120 feet, no vision, scent (imprecise) 60 feet
Skills Acrobatics +23, Athletics +25
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 32; Fort +26, Ref +23, Will +20
HP 220; Immunities mental, visual; Resistances acid 10, cold 10
Death Slam [reaction] 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 [one-action] jaws +26 [+21/+16] (magical, reach 10 feet), Damage 2d10+2+13 piercing plus Improved GrabMelee [one-action] tail +26 [+21/+16] (magical, reach 10 feet), Damage 2d8+2+13 bludgeoning plus Improved GrabConstrict [one-action] The argorth can only Constrict creatures grabbed by its tail. 2d8+7 bludgeoning, DC 29Ground Pound [two-actions] 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 29 basic Reflex save). A creature who critically fails this save is also knocked prone.Swallow Whole [one-action] (attack) Large, 2d8+7 bludgeoning, Rupture 24Unnatural Shriek [two-actions] (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 32 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 stupefied 1 for 1 minute and frightened 2.
Critical Failure The creature is stupefied 2 for 1 minute and frightened 3.

Sidebar - Additional Lore Children Of Oblivion

Legends of argorths' creation speak of Malcachavka, a dibrasgorth favored of Lamashtu who was unleashed against a city of mortals. Even after every inhabitant was slain and every building razed, Malcachavka continued to rage, chewing and biting her own flesh. Six of her tentacles were severed in the thrashing, each of which continued to writhe of their own accord. In their mindless frenzy and by Lamashtu's blessing, they grew their own maws and legs, becoming the very first argorths.