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Flood GhoulCreature 2


MediumGhoulUndeadUnholy
Source Pathfinder #207: The Resurrection Flood
Perception +8 (darkvision)
Languages Common, Necril
Skills Acrobatics +8, Athletics +9, Stealth +8, Survival +6
Str +3, Dex +4, Con +3, Int +1, Wis +1, Cha +3

AC 18; Fort +7; Reflex +10; Will +7;
HP 30 (void healing)
Speed 25 feet (swim 30 feet)
Immunities death effects, disease, paralyzed, poison, unconscious, bleed

Jaws One Action +10 (+5, +0) to hit (finesse, unarmed) 1d8+4 Piercing
Claw One Action +10 (+6, +2) to hit (agile, unarmed) 1d6+4 Slashing

Stench (aura, olfactory)

10 feet. DC 15 fortitude


A creature entering the aura or starting its turn in the area must succeed at a Fortitude save or become Sickened 1 (plus Slowed 1 as long as it's sickened on a critical failure). A creature that succeeds at its save or recovers from being sickened is temporarily immune to all stench auras for 1 minute.

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.

Aquatic Ambush One Action

45 feet

Requirements The monster is hiding in water and a creature that hasn't detected it is within the listed number of feet.


Effect The monster moves up to its swim Speed + 10 feet toward the triggering creature, traveling on water and on land. Once the creature is in reach, the monster makes a Strike against it. The creature is Off-Guard against this Strike.

Consume Flesh One Action (manipulate)

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


Effect The flood ghoul devours a chunk of the corpse and regains 2d6 healing Hit Points. It can regain Hit Points from any given corpse only once.

Death Echo One Action (occult)

Requirements The flood ghoul has damaged a creature with a melee attack


Effect The flood ghoul unleashes a wave of memories of its death by drowning. The targeted creature must succeed at a DC 15 will save or become Paralyzed for 1 round as they relive the flood ghoul's dying moments. A creature who successfully saves becomes temporarily immune for 1 hour.

Forbidden Cravings (curse)

A creature can still eat and drink while sickened by this curse

Saving Throw DC 18 will

Stage 1 carrier with no ill effects (1 day)

Stage 2 2d6 void damage and the target is Sickened 1 until it consumes raw meat (1 day)

Stage 3 as stage 2

Stage 4 as stage 2 unless the target has consumed raw meat in the past 24 hours; then it takes 4d6 void damage and is Sickened 2 until it consumes raw meat

Stage 5 If the creature has eaten raw meat in the past 24 hours, it dies and rises as a ghoul; if not, it returns to stage 4 .

Ghoul Whispers One Action (auditory, linguistic, occult)

Requirements A Grabbed, Paralyzed, Restrained, or Unconscious creature is within the ghoul's reach


Effect The ghoul whispers dark thoughts and vile cravings into the creature's ears. The creature must attempt a save against the forbidden cravings curse.

Swift Leap One Action (move)

The ghoul jumps up to half its Speed. This movement doesn't trigger reactions.

Grab One Action

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.


Ghouls stalkers are ravenous undead who haunt graveyards and eat corpses.


Few creatures are more ubiquitous to sinister locations such as lonely graveyards and ruined crypts than the flesh-eating undead known as ghouls.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

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.