The Elemental Archfiend of Water, known by some as the Drowned King, bellows out his maniacal laughter as you face him, gathering water around his body. – Manly Man
NE Large Magical Beast (Archfiend, Boss, Water)
Init +8; Senses Blindsense 120 ft.; Perception +25
Aura Drowning Aura (15 ft., Drenched, Fort DC 24 negates per turn; 10 ft., 1d6 water damage)
AC 27, touch 18; flat-footed 23 (+9 natural, +5 deflection, +4 dex, -1 size)
hp 434  (14d12+126)
Fort +18, Ref +13, Will +17
Absorb water; DR 15/adamantine and magic; Immune blind, curse, death effects, disease, frog, mind-affecting, mini, petrification, poison, sap, silence, sleep; Resist fire 30; SR 24; Strong Fire
Speed 40 ft.; Swim 60 ft.
Melee Bite +20 (2d8+19 plus 1d6 water damage), 2 Claws +20 (2d6+19 plus 1d6 water damage)
Space 10 ft.; Reach 10 ft.
Special Attacks Big Wave
Burst Mode Drowned King
Spells Known (FC CL 14th, Concentration +21)
1st (DC 18) – auditory hallucination, disappear, disguise self, engulf, silent image, ventriloquism, water, water blast
2nd (DC 19) – disguise other, engulf II, mirror image, silence, slipstream, water II
3rd (DC 20) – audiovisual hallucination, dispel, engulf III, haste, major image, slow, water III, watera
4th (DC 21) – illusory wall, silencega, vanish, water IV
5th (DC 22) – drown, geyser, persistent image, seeming, waterga
6th (DC 23) – control water, flood, greater dispel, greater vanish, mislead, permanent image, programmed image, silenceja, slowga, veil
7th (DC 24) – drown II, vanishga, vortex
Str 32, Dex 18, Con 28, Int 24, Wis 26, Cha 24
Base Atk +14; CMB +26; CMD 45
Feats Blind-Fight, Cleave, Critical Focus, Extend Spell, Great Cleave, Multiattack, Improved Initiative, Power Attack (included in the statistics above), Toughness
Skills Acrobatics +21, Bluff +24, Diplomacy +24, Disguise +24, Intimidate +24, Knowledge (arcana) +33, Knowledge (dungeoneering) +25, Knowledge (engineering) +25, Knowledge (geography) +25, Knowledge (history) +25, Knowledge (local) +25, Knowledge (nature) +30, Knowledge (nobility) +33, Knowledge (planes) +30, Knowledge (religion) +25, Perception +25, Sense Motive +25, Spellcraft +24, Stealth +17, Swim +36, Use Magic Device +24
SQ Amphibious, Backsplash, Gather Water, Shellbound
Drowned King (Su)
This Burst Mode hardens Cagnazzo’s shell and bolsters his magical prowess. For a number of rounds equal to 1 + 1 round for every four HD, Cagnazzo can use his gather water ability as a free action, and the range of his drowning aura doubles, and deals 2d6 damage. His normal damage reduction is replaced with DR 15/-, which increases to 30/- while retracted into his shell. All water damage dealt by his spells, aura, and big wave ability count as either ice or water damage, whichever is more advantageous, and the DCs for all of his illusionist spells are increased by 2. This limit break requires only a swift action to activate.
Cagnazzo can breathe air or water just as easily as the other, and is at no risk of drowning or suffocating in any case.
When a hostile spell is used on Cagnazzo, after the spell’s effects come into play, he may cast silence or slow upon the one who targeted him as a free action.
Big Wave (Su)
When his gather water ability is in effect, as a standard action, Cagnazzo can unleash a burst of water. All creatures in a 50 ft. line that is 25 feet wide take 15d6 points of water damage and are knocked prone. A DC 24 Reflex save halves the damage and prevents those affected from being knocked prone. Those who fail the Reflex save must also make a DC 24 Fortitude save or begin drowning (they are knocked unconscious, are taken to -1 hit points on the following round, and one round after that, die). The drowning may be prevented by making a Heal check (DC 20) as a full-round action, or casting a spell or using an item upon the victim that lets them breathe underwater. Blue mages may learn this ability as a 7th level spell (Knowledge: Arcana DC 29).
Drowning Aura (Su)
All creatures within a 15 ft. radius of Cagnazzo when his gather water ability is in effect are given the Drenched condition unless they make a Fortitude save DC 24 to resist it for the round, and all creatures within a 10 ft. radius take 1d6 points of water damage per round at the start of Cagnazzo’s turn.
Gather Water (Su)
As a standard action, Cagnazzo can call forth a pool of water that swirls around him. This gives him the Drenched condition, replaces his vulnerability to ice with ice absorption, and makes him immune to fire, but also gives him vulnerability to lightning. When Cagnazzo takes lightning damage from a spell, the one who used the spell may make a dispel check (DC 25); if successful, the water disperses.
As a move action, Cagnazzo may retract into his shell, bolstering his defenses and closing his wounds. While in his shell, he can take no actions, but all damage dealt to him is halved, and he is considered to automatically succeed on any Reflex saves. His damage reduction becomes DR 15/-, and he heals 8d6 hit points per round spent in his shell. As a move action, he can leave his shell, returning his defenses to normal; this is the only exception to this ability’s restriction on Cagnazzo’s actions.