# Asag >[!rimg]+ > ![[Placeholder2.png]] > >[!debug]+ > >slamsMelee/Ranged: +23/+13 > >Secondary: +18/+8 > >Multiattack: +21/+11 > >M/R_PA: +18/+8 > >2nd/PA: +13/+3 > >MA_PA: +16/+6 > >Itterative: 4 > > xDmg:: Str: +8; Str2: +12; StrOH: +4; StrPA: +18; StrPA2H: +27; StrPAOH: +9 > > xDCs:: Str: 26; Dex: 16; Con: 20; Int: 19; Wis: 18; Cha: 20 > > xFeat:: 6/9 (3) > > xClasSkil:: Appraise, Bluff, Intimidate, Perception, Sense Motive, Spellcraft, Stealth > > SaveDiff:: +/- 5 > > xLang:: 0/1 (1) <div class="grid-container"><div class="MON">Asag</div> <div class="CR">CR 11 (12,800 XP)</div> <div class="SOU">Dragon #334</div> <div class="SYS">Dungeons & Dragons 3.5</div></div> LE Huge Outsider (earth, evil) **Init** -2 **Senses** blindsense 60 ft., all-around vision; **Perception** +20 #### defense **AC** 22, 6 touch, 24 flat-footed (-2 Dex, +16 natural, -2 size) **hp** 119 (17d10+34) **Fort** +7, **Refl** +8, **Will** +10 **Feint** 30, **Demoralize** 27 #### offense **Speed** 30 ft., burrow 30 ft. **Melee** 2 slams +23 (1d8+8 plus disease) **Space** 15 ft., **Reach** 15 ft. **Special Attacks** disease, stunning strike **Spell-Like Abilities** (CL 17th; Concentration +19) > **At will**— detect magic, endure elements, plane shift > **3/day**— stone shape, stoneskin, summon > **1/day**— major creation (created mineral matter is permanent), passwall #### statistics **Str** 26, **Dex** 6, **Con** 15, **Int** 13, **Wis** 10, **Cha** 14 **BAB** +17, **CMB** +22, **CMD** 30, **TA** +23, **RTA** +13 **Feats** [[Awesome Blow]], [[Cleave]], [[Combat Casting]], [[Combat Reflexes]], [[Improved Bull Rush]], [[Power Attack]] **Skills** Appraise +18, Bluff +22, Intimidate +19, Perception +20, Sense Motive +20, Spellcraft +18, Stealth +14 **Languages** **SQ** camouflage #### special abilities ### Camouflage (Ex) Asags are able to blend in with any type of natural or worked stone, earth, sand, or clay. They gain a +8 racial bonus on Stealth checks in such circumstances. An asag can hide in such environments without the need for cover or concealment. ### Disease (Ex) Dry Death (Su) Slam—Injury; save Fort DC 20, onset 1 day, frequency 1/day, effect 1d6 Con damage, cure 2 consecutive saves. Those who have taken Constitution damage from this disease are considered dehydrated, regardless of the temperature or their intake of water, and must make a Constitution check each hour (DC 10+1 for each previous check) or take 1d6 points of nonlethal damage. Those who take nonlethal damage from this illness are fatigued. Getting in a cool environment or drinking lots of fluids does nothing to end this condition. This condition can only be removed by curing the disease. The save DC is Constitution-based. ### Stunning Strike (Ex) Whenever it rolls a natural 20 on a slam attack, an asag stuns its opponent for 1 round, regardless of whether the critical hit is confirmed or not. A DC 26 Fortitude save avoids this effect. The save DC is Strength-based.