# 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.