Barnacle GhoulCreature 9
Source Pathfinder #159: All or Nothing
Perception +17 (darkvision)
Languages Common, Necril, Thalassic
Skills Acrobatics +19, Athletics +19
Str +6, Dex +6, Con +3, Int +1, Wis +4, Cha +4
AC 28; Fort +16; Reflex +21; Will +17;
HP 155 (void healing)
Speed 25 feet (climb 10 feet, swim 40 feet)
Immunities bleed, death effects, disease, paralyzed, poison, unconscious
Jaws
+21 (+16, +11) to hit (finesse, unarmed) 2d10+10 PiercingClaw
+21 (+17, +13) to hit (agile, finesse, unarmed) 2d6+10 Slashing[Two Actions] Water Jet
+21 (+16, +11) to hit 2d6+10 AcidTear Flesh

Trigger A creature grabbed by the barnacle ghoul critically fails a skill check to Escape
Effect The barnacle ghoul makes a claw Strike against the triggering creature.
Void HealingA creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.
Consume Flesh
(manipulate)Requirements The barnacle ghoul is adjacent to the corpse of a creature that died within the last hour.
Effect The barnacle ghoul devours a chunk of the corpse and regains 5d6 healing Hit Points.
It can regain Hit Points from any given corpse only once.
Fill Lungs (curse)Saving Throw DC 26 fortitude
Stage 1 Sickened 1 (1 round)
Stage 2 Sickened 2 (1 round)
Stage 3 Sickened 3 (1 round)
Stage 4 drowning and cannot reduce below stage 4 until the water is purged; purging the water requires a successful DC 26 medicine check to Administer First Aid (which stops the creature from drowning and returns the creature to stage 3; stage 2 on a critical success) or a magical effect that removes curses or the sickened condition (which stops the creature from drowning and ends the curse).
If the creature dies from drowning, it rises as a barnacle ghoul the next midnight.
Nimble Swim
(move)The barnacle ghoul Swims up to 20 feet. This movement doesn't trigger reactions.
Paralysis (incapacitation, occult)Any living, non-elf creature hit by a ghoul's attack must succeed at a DC 26 fortitude save or become Paralyzed.
It can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save.
Grab
Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained
Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.
The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
GhoulGhouls are vile undead creatures that feast on flesh.
UndeadOnce living, these creatures were infused after death with void energy and soul-corrupting unholy magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by vitality energy and are healed by void energy, and don't benefit from healing vitality effects.
UnholyEffects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.