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Esobok GhoulCreature 5


RareMediumChaoticEvilGhoulUndeadUnholy
Source Pathfinder Adventure: Malevolence
Perception +14 (darkvision, lifesense (precise) 60 feet, scent (imprecise) 60 feet)
Languages Chthonian, Diabolic, Empyrean, Requian
Skills Acrobatics +13, Athletics +12, Intimidation +11, Religion +6, Stealth +13, Survival +12
Str +3, Dex +4, Con +4, Int -3, Wis +3, Cha +2

AC 21; Fort +15; Reflex +13; Will +10;
HP 90
Speed 30 feet
Immunities bleed, death effects, disease, paralyzed, poison, unconscious

Jaws One Action +14 (+9, +4) to hit (magical, unarmed) 1d10+7 Piercing
Claw One Action +14 (+10, +6) to hit (agile, magical, unarmed) 1d6+7 Slashing

Lifesense 60 feet

Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the vitality energy animating living creatures and the void energy animating undead creatures, much as sight distinguishes colors.

Void Healing

A 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 One Action (manipulate)

Requirements The esobok ghoul is adjacent to the corpse of a creature that died within the last hour.


Effect The ghoul devours a chunk of the corpse and regains 3d6 healing Hit Points.

It can regain Hit Points from any given corpse only once.

Corrupted Touch

An esobok ghoul's Strikes deal 1d6 void damage to living creatures. A creature critically hit by an esobok ghoul's Strike must attempt a DC 18 fortitude save or become Drained 1 (Drained 2 on a critical failure) as rot spreads throughout their flesh.

Ghoul Fever (disease)

Saving Throw DC 22 fortitude

Stage 1 carrier with no ill effect (1 day)

Stage 2 2d6 void damage and regains half as many Hit Points from all healing (1 day)

Stage 3 as stage 2 (1 day)

Stage 4 2d6 void damage and gains no benefit from healing (1 day)

Stage 5 as stage 4 (1 day)

Stage 6 dead, and rises as a ghoul the next midnight.

Paralysis (incapacitation, occult)

Any living, non-elf creature hit by a ghoul's attack must succeed at a DC 22 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.

Pounce One Action

The esobok ghoul Strides and then makes a claw Strike. If it began this action hidden, it remains hidden until after the Strike.


Innate Divine Spells (DC 22, +12 to hit)

2nd Level: Invisibility (Self Only)



Traits

Rare

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.

Ghoul

Ghouls are vile undead creatures that feast on flesh.

Undead

Once 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.

Unholy

Effects 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.