Agharrma, Herald of Law Beyond Hell
“The Agharrma: a four-armed, tapir-faced enforcer from the hells that doesn’t kill you—unless you resist arrest.”
An Agharrma stands over nine feet tall, its hulking frame a grotesque fusion of fiend and centaur. The lower half resembles a muscular, black-scaled warbeast with hooves that crackle with infernal heat. From the waist up, a humanoid torso rises, equally monstrous, with four heavily muscled arms and obsidian-colored skin. Its face is replaced by a short, prehensile tapir-like trunk—wet, twitching, and capable of spraying acidic bile. Four jagged horns jut from the back of its skull in a symmetrical crown, each symbolizing rank and authority within their infernal jurisdiction. Its eyes glow a dull red, with vertical pupils that lock onto prey like a predator inspecting livestock.
Behaviour
Agharrma are calm, deliberate, and terrifyingly professional in their enforcement. Unlike chaotic demons or scheming devils, the Agharrma are methodical enforcers of fiendish law, acting with measured cruelty. They do not revel in violence—but they will deliver it with brutal efficiency when met with resistance. They treat their targets not as foes to be slain, but as criminals to be subdued, judged, and imprisoned—alive if possible, broken if necessary. They speak little in combat, issuing terse commands or damning verdicts in Abyssal or Infernal. To mortals, they resemble twisted judges—inescapable, unstoppable, and devoid of empathy.
Habitat
Agharrma patrol lawless regions of the Lower Planes—forgotten hellscapes where even devils fear to tread, and demons no longer care to fight. These territories are ruled by ancient pacts, where higher fiends delegate enforcement to the Agharrma and their subordinates. They are often stationed at hellish checkpoints, planar borders, or prisons built into the flesh of dying titans. Agharrma do not construct settlements—they are constantly on patrol, roaming between sectors of chaos and violence with martial precision.
Modus Operandi
The Agharrma strike with overwhelming force, aiming to immobilize or neutralize threats before they escalate. Their typical engagement begins with a paralyzing gaze or fear aura, followed by non-lethal (but savage) subduing techniques, including bare-handed grapples or specialized halberd strikes. When hunting fugitives or rogue entities, they prefer to work in conjunction with their subordinates, the velendrothim, using them to flush out or wear down targets before stepping in for the “arrest.” If resistance proves too great, the Agharrma will not hesitate to kill—but even then, the body is often taken for processing, its soul claimed by contract.
Motivation
An Agharrma is not driven by malice, greed, or faith—it is driven by law, albeit the perverse laws of the infernal planes. They believe in order above all else, even if that order crushes freedom, mercy, or life itself. Agharrma are bound by infernal compacts to uphold a twisted justice—where betrayal is expected, freedom is chaos, and punishment is eternal. Their ultimate goal is to maintain control over the most dangerous and anarchic planes, ensuring that even where gods fear to rule, someone still holds the chain.
Agharrma 5e
Agharrma, Pathfinder
Agharrma 3.5
Agharrma
Large Fiend (Lawful, Evil), Challenge Rating 12 (8,400 XP)
Armor Class 18 (natural armor)
Hit Points 187 (17d10 + 85)
Speed 50 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
23 (+6) | 14 (+2) | 20 (+5) | 14 (+2) | 16 (+3) | 16 (+3) |
Saving Throws Str +10, Con +9, Wis +7, Cha +7
Skills Intimidation +9, Insight +7, Investigation +6, Perception +7
Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Acid
Condition Immunities Charmed, Frightened
Senses Darkvision 120 ft., Passive Perception 17
Languages Abyssal, Common, Infernal, telepathy 120 ft.
Proficiency Bonus +4
Fiendish Authority (Aura).
At the start of each hostile creature’s turn within 30 feet of the Agharrma, that creature must make a DC 16 Wisdom saving throw. On a failed save, the creature is shaken (disadvantage on attack rolls and ability checks) until the start of its next turn. A creature that succeeds is immune to this effect for 24 hours.
Innate Law Enforcement.
The Agharrma automatically succeeds on saving throws against effects that would charm or compel it to act against its lawful nature (such as charm person or suggestion).
Multiarmed Brutality.
The Agharrma can make up to four melee attacks on its turn: one with its Infernal Halberd, two with Slams, and one with a Hoof.
Actions
Multiattack.
The Agharrma makes four melee attacks: one with its Infernal Halberd, two Slams, and one Hoof.
Infernal Halberd. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
Hit: 17 (2d10 + 6) slashing damage. The target must succeed on a DC 16 Constitution saving throw or be weakened until the end of its next turn (disadvantage on Strength-based attacks, checks, and saves).
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 11 (1d8 + 6) bludgeoning damage.
Hoof. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 13 (2d6 + 6) bludgeoning damage.
Acid Spray (Recharge 5–6).
The Agharrma exhales a corrosive jet of bile in a 15-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 28 (8d6) acid damage on a failed save, or half as much on a successful one.
Paralyzing Gaze (Recharge 6).
The Agharrma targets one creature it can see within 30 feet. The target must succeed on a DC 16 Wisdom saving throw or be paralyzed for 1 minute. The creature may repeat the saving throw at the end of each of its turns, ending the effect on a success.
Bonus Actions
Suppressive Roar (1/Day).
The Agharrma bellows a command infused with infernal power. Each hostile creature of its choice within 60 feet that can hear it must succeed on a DC 16 Charisma saving throw or fall prone and have their speed reduced to 0 until the end of their next turn. Allies who hear the roar gain advantage on their next attack roll before the start of the Agharrma’s next turn.
Tactics
- Opening: Uses Paralyzing Gaze to disable a key threat, followed by Suppressive Roar to disrupt enemy positioning.
- Melee Focus: Leverages Multiattack and superior reach to control the battlefield, targeting spellcasters and chaotic-aligned foes first.
- Situational: Uses Acid Spray on tightly grouped enemies or as a suppressive warning. Rarely retreats unless ordered.
- Behavioral Quirk: Will issue a legalistic warning before combat—“You are in violation of infernal law. Submit or be corrected.”
Optional: Legendary Agharrma Variant (CR 14)
For high-tier parties or elite planar encounters, the Agharrma may serve as a Legendary Creature with the following additions:
Legendary Resistance (3/Day).
If the Agharrma fails a saving throw, it can choose to succeed instead.
Legendary Actions (3/turn)
The Agharrma can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn.
- Enforce Order. One creature the Agharrma can see must succeed on a DC 17 Wisdom saving throw or fall prone and be silenced until the end of its next turn.
- Trample (Costs 2 Actions). The Agharrma moves up to its speed in a straight line. Each creature it moves through must make a DC 17 Strength saving throw or take 14 (4d6) bludgeoning damage and be knocked prone.
- Command the Legions. One allied fiend or summoned creature within 60 feet may use its reaction to move up to its speed or make a melee attack.
Agharrma
This tapir-faced, centaur-like fiend stomps forward on four heavy hooves. From its humanoid torso sprout four muscular arms, each wielding weapons of cruel precision. Its short, trunk-like snout exhales a faint acidic mist, and the backward-curving horns on its skull suggest infernal rank and purpose.
Agharrma CR 12
XP 19,200
LE Large outsider (extraplanar, evil, lawful)
Init +2; Senses darkvision 60 ft.; Perception +19
DEFENSE
AC 26, touch 11, flat-footed 24 (+2 Dex, –1 size, +15 natural)
hp 162 (12d10+96)
Fort +16, Ref +10, Will +11
DR 10/good or magic; Immune acid; Resist cold 10, fire 10
SR 23
OFFENSE
Speed 60 ft.
Melee
- +1 halberd +21/+16/+11 (2d8+10/×3)
- and 2 slams +16 (1d6+4)
- and 2 hooves +16 (1d8+4)
- or 4 slams +18 (1d6+6) and 2 hooves +16 (1d8+4)
Ranged - Composite longbow (+6 Str) +14/+9/+4 (1d8+6/×3)
Space 10 ft.; Reach 10 ft.
Special Attacks acid spray, fear aura, paralysing gaze, trample (2d8+9, DC 25)
STATISTICS
Str 29, Dex 15, Con 26, Int 14, Wis 15, Cha 16
Base Atk +12; CMB +22; CMD 34
Feats Cleave, Great Fortitude, Multiattack, Power Attack, Point-Blank Shot, Weapon Focus (halberd)
Skills Intimidate +21, Knowledge (arcana) +17, Knowledge (local) +17, Knowledge (planes) +17, Perception +19, Sense Motive +16, Stealth +10, Survival +14
Languages Abyssal, Common, Infernal; telepathy 100 ft.
SPECIAL ABILITIES
Acid Spray (Ex)
Once every 1d4 rounds, the Agharrma can expel a jet of caustic acid from its trunk in a 15-foot cone. Creatures in the area must succeed at a DC 24 Reflex save or take 6d6 acid damage (half on a successful save). The save DC is Constitution-based.
Fear Aura (Su)
As a free action, the Agharrma can emit an aura of supernatural dread. Creatures within 20 feet who see the Agharrma must succeed at a DC 19 Will save or become shaken for 2d6 rounds. A creature that successfully saves is immune to that Agharrma’s aura for 24 hours. This is a mind-affecting fear effect. The save DC is Charisma-based.
Paralysing Gaze (Su)
As a move action, the Agharrma can fix its gaze on a single target within 30 feet. The target must succeed at a DC 19 Will save or be paralysed for 1d4 rounds. This is a gaze effect. Creatures that succeed are immune to that Agharrma’s gaze for 24 hours. The save DC is Charisma-based.
Fast Healing (Ex) 3
The Agharrma heals 3 hit points each round as long as it has at least 1 hp. This ability is negated by damage from good-aligned or magic weapons.
Trample (Ex)
As a full-round action, the Agharrma can move up to its speed and trample Medium or smaller creatures. Trampled creatures take 2d8+9 bludgeoning damage (Reflex DC 25 half, Strength-based) and are knocked prone.
ECOLOGY
Environment any evil-aligned Outer Plane
Organization solitary, patrol (2–4), or enforcement detail (1 Agharrma plus 4–8 velendrothim)
Treasure standard (infernal weaponry, iron seals of planar authority, black badges of rank)
DESCRIPTION
The Agharrma are a rare caste of fiendish lawbringers who serve where even devils and demons fear to tread. Their unsettling form—a fusion of muscular equine bulk, four-armed humanoid torsos, and a tapir-like snout—marks them instantly as outsiders even among other outsiders. Their twisted sense of law demands submission and order, not justice.
Each Agharrma is trained in battlefield subdual, planar enforcement, and one-on-one intimidation. They are judge, jury, and executioner to chaotic beings, whom they consider criminal by nature. Their four backward-curving horns signify rank within infernal jurisdictions.
An Agharrma often leads squads of lesser enforcers such as velendrothim, forming mobile brigades of planar law. Though intelligent, they are inflexible and prone to violence at the slightest sign of resistance.
Agharrma
A thousand chills run up your spine as the hellish horror gallops towards you. It seems to be a centaur, although its human torso shows four arms instead of two and there’s a short tapir’s trunk where its human face should be. The creature has four small horns on the back of its skull, which seem to signify some kind of military rank – particularly because when it advances towards you, it does not act like it is attacking but arresting you.
Monster Encyclopaedia II: The Dark Bestiary
Author J. C. Alvarez
Series Monster Encyclopaedia
Publisher Mongoose Publishing
Publish date 2005
The agharrma are a police force among fiends, operating in certain lower planes where not even devils or demons hold any power. An agharrma looks like a tapir-headed, fiendish centaur, with four arms on its humanoid torso and four horns on its head. They often wield vicious-looking melee weapons such as demonic clubs or pikes to enforce their law, although their size and musculature make them more than capable of handling any disturbance with their bare hands.
Agharrma and velendrothim often work together, with a single agharrma directing a squad of velendrothim against troublemakers.
Agharrma speak Abyssal, Common and Infernal.
Agharrma | |
Large outsider (Evil, Extraplanar, Lawful) | |
Hit Dice | 11d8+77 (126 hp) |
Initiative | +2 |
Speed | 60 ft. (12 squares) |
AC | 22 (-1 size, +2 Dexterity, +11 natural), touch 11, flat-footed 20 |
Base Attack/Grapple | +11/+23 |
Attack | masterwork halberd +19 melee (2d8+12/x3) or hoof +18 melee (1d8+8) or slam +18 melee (1d6+8) or horns +11 melee (1d6+8) or composite longbow (+2Str bonus) +12 ranged (1d10+2/x3) |
Full Attack | masterwork halberd +19/+14/+9 melee (2d8+12/x3) and 2 hooves +16 melee (1d8+4) and 2 slams +16 melee (1d6+4) or 4 slams +18 melee (1d6+4) and 2 hooves +16 melee (1d8+4) or composite longbow (+2 Strength bonus) +12/+7/+2 ranged (1d10+2/x3) |
Space/Reach | 10 ft. /10 ft. |
Special Attacks | Acid spray, fear aura, paralysing gaze |
Special Qualities | Damage reduction 10/magic or good, Darkvision 60 ft., fast healing 3, Spell Resistance 18 |
Saves | Fort +14, Ref +9, Will +9 |
Abilities | Strength 27, Dexterity 14, Constitution 24, Intelligence 14, Wisdom 15, Charisma 15 |
Skills | Concentration +21, Gather Information +4, Hide +12, Intimidate +16, Knowledge (Arcana) +16, Knowledge (local) +16, Knowledge (the planes) +16, Listen +16, Move Silently +16, Search +16, Spot +16, Survival +2 (+4 in other planes or following tracks) |
Feats | Cleave, Multiattack, Point-Blank Shot, Power Attack |
Environment | Evil-aligned planes |
Organisation | Solitary or squadron (2-4) |
Challenge Rating | 12 |
Treasure | None |
Alignment | Always lawful evil |
Advancement | 12-16 HD (Large), 17-22 HD (Huge) |
Level Adjustment | – |
Combat
An agharrma usually charges headlong into melee combat, with all the confidence its vast strength abilities allow. It only uses ranged weapons or special attacks when it intends to make an example of its target.
An agharrma’s weapons and natural attacks count as both lawful and evil for the purposes of overcoming damage reduction.
Acid Spray (Ex): Once every 1d4 rounds, an agharrma can shoot forth a jet of infernal acid from its tapir-like snout against a single target within 10 feet, as a standard action. The target suffers 6d4 acid damage from this attack; a Reflex save (DC 22, Constitution based) is allowed for half damage.
Fear Aura (Su): As a free action, an agharrma can activate an aura of imposing terror. This aura forces any creature gazing upon the agharrma to succeed at a Will save (DC 17, Charisma based) or become shaken for 2d6 rounds. If this save succeeds, the creature cannot be affected by the same agharrma’s fear aura for the next 24 hours. An agharrma can activate or deactivate its fear aura at will.
Paralysing Gaze (Su): As a move action, an agharrma can use a paralysing gaze attack against a single living target. The target must succeed at a Will save (DC 17, Charisma based) or become paralysed for 1d4 rounds.
Fast Healing (Ex): Agharrma receive normal damage from good and magic weapons.