Sarangu

Large fiend (devil), lawful evil

Armor Class 16 (natural armor)
Hit Points 187 (22d10 + 88)
Speed 40 ft.

STR DEX CON INT WIS CHA
19 (+4) 16 (+3) 18 (+4) 14 (+2) 13 (+1) 16 (+3)

Skills Perception +3, Deception +5
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 11
Languages common, Infernal, telepathy 120 ft.

Challenge 8 (3,900 XP)
Proficiency Bonus +3

SPECIAL TRAITS

  • Infernal Blessing. The sarangu has advantage on saving throws against being charmed or frightened.
  • Keen Scent. The sarangu has advantage on Wisdom (Perception) checks based on scent.
  • Magic Resistance. The sarangu has advantage on saving throws against spells and other magical effects.
  • Magic Weapons. The sarangu’s weapon attacks are magical.
  • Shadow Walker. The sarangu has advantage on Dexterity (Stealth) checks made in dim light or darkness.
  • Trampling Charge. If the sarangu moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the Sarangu can make one claw attack against it as a bonus action.

ACTIONS

  • Multiattack. The sarangu makes four attacks: two with its claws and two with its hooves.
  • Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 4) slashing damage.
  • Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
  • Bag of Entrapment. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 0 damage. The target must succeed on a DC 16 Dexterity saving throw or be scooped into the sarangu’s bag. A trapped creature is restrained and blinded and also must make a DC 16 Wisdom saving throw each round at the beginning of its turn or become frightened for 1 round. A creature that fails three Wisdom saving throws in a row is incapacitated with terror for 1 hour and can make a new saving throw after each hour to awaken and end the frightened condition (though they must continue to make saving throws if still stuck in the bag). The bag can hold only one creature at a time. The creature can use an action to make a DC 16 Strength check to force its way out.
  • Hellfire Bolt. Ranged Spell Attack: +6 to hit, range 50/150. Hit: 52 (8d12) fire damage.
  • Innate Spellcasting. The sarangu’s innate spellcasting ability is Charisma. Its spell save is DC 14 and its spell attack bonus is +6. It can innately cast the following spells, requiring no material components:

ABOUT

Sarangus are the slave-takers of the netherworld, prowling the darkened streets of the world by night and seeking lonely travelers or especially children who have stayed up past their bedtime to capture. Their eyes gleam with a lambent glow and, combined with their dark fur, often seem almost disembodied when they creep through the shadows. Each sarangu carries a large sack woven of the skins of animals and humanoids alike, which it uses to ensnare their prey. Once they have a victim, they will drag them off to their infernal allies for their unspeakable purposes. Those taken by the “sack man” are rarely ever seen again.

Section 15: Copyright Notice

The Dragon’s Hoard #36 © 2023, Legendary Games; Authors Jason Nelson, Darrin Drader, RJ Grady, Thilo Graf, Matt Kimmel, Mike Myler, Margherita Tramontano, Scott D. Young, Drew Zambrotta.

This is not the complete section 15 entry - see the full license for this page