Blackfrost GuecubuCreature 8
Source Pathfinder Adventure Path: Gatewalkers
Perception +15 (darkvision, tremorsense (imprecise) 60 feet)
Languages Necril
Skills Acrobatics +16, Athletics +18, Intimidation +15, Stealth +16
Str +6, Dex +4, Con +3, Int +4, Wis +3, Cha +3
AC 27; Fort +17; Reflex +16; Will +15;
HP 110 (void healing)
Speed 25 feet (burrow 15 feet)
Immunities bleed, death effects, disease, paralyzed, poison, unconscious
Resistances Electricity 10, Physical 10
Jaws
+20 (+16, +12) to hit (agile, unarmed) 2d8+8 PiercingTremorsense (Imprecise) 60 feet
Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.
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.
Blackfrost (cold, curse, disease, occult)This affliction can't be reduced below stage 1, nor the damage from it healed, until successfully treated with Cleanse Affliction or a similar effect; the affliction can then be removed as a normal disease. A creature that dies from cold damage while cursed with blackfrost rises as a blackfrost dead after 24 hours. Blackfrost has a counteract rank of 10.
Saving Throw DC 27 fortitude
Stage 1 4d6 cold (1 minute)
Stage 2 weakness to cold 5 and Drained 1 (1 day)
Stage 3 weakness to cold 10 and Drained 2 (1 day)
Break Ground
(arcane, earth)The guecubu stomps, and the ground breaks and ripples in a 30-foot emanation, erupting in razor-sharp, crisscrossing spikes of rock that deal 3d8 piercing damage to creatures in the area (DC 26 reflex save).
The area becomes difficult terrain and hazardous terrain, with each square dealing 3 piercing damage to a creature that moves through it. A guecubu is immune to these effects.
Ground under the effects of a Consecrate ritual or a Circle of Protection spell tuned against evil or chaos can't be affected by this ability.
Shattering Death (cold)When the blackfrost guecubu is destroyed, it shatters and fills the air around it with a cloud of razor-sharp shards of ice. Creatures in a 10-foot emanation take 8d8 cold (DC 26 reflex). Creatures that critically fail this save also take 1d6 bleed.
Shove into Ice (arcane, earth)When the blackfrost guecubu successfully Shoves a creature into an ice or frozen earth barrier, the target must succeed at a DC 26 reflex save or become merged with the barrier, with the effects of One with Stone until the target Escapes.
Tundra GlideThe blackfrost guecubu can Burrow through any frozen earth, ice, or snow, not including rock. When it does so, the blackfrost guecubu moves at its full burrow Speed, leaving no tunnels or signs of its passing.
Wrathful Misfortune (arcane, curse)A creature damaged by a guecubu must succeed at a DC 26 will save or become cursed with consummate bad luck. The creature becomes Clumsy 2.
Each time that creature rolls initiative, on their next roll they must roll twice and use the worse result; this is a misfortune effect.
Primal Innate Spells (DC 26, +18 to hit)
4th Level: Shape Stone (At Will)
Sometimes an individual performs acts of horror so unspeakable that the earth they walk on becomes imprinted by their evil. With such villains, even slaying them and scattering their bones can't rid the world of their vile presence. Their souls rise again as guecubus, gruesome skeletons made of scorched bones, rotting flesh, and befouled earth. Guecubus roams the land seeking those they deem responsible for their death.
A guecubu remembers what was done to them, and the memories of their supposed mistreatment fuel their quest for revenge. Guecubus are well-equipped to exact such vengeance. Along with monstrous power and the ability to move through earth, they retain all the cunning they had in life. These creatures are known to kill their enemies one by one, leaving no trace of their presence behind save pebbles and dust.
Traits
This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.
ColdEffects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.
EarthEffects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a connection to magical earth.
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.