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Ghoul CrocodileCreature 4


UncommonLargeAmphibiousEvilGhoulUndeadUnholy
Source Pathfinder #182: Graveclaw
Perception +11 (darkvision, corpse scent (imprecise))
Languages none
Skills Athletics +12, Stealth +9
Str +4, Dex +1, Con +3, Int -5, Wis +1, Cha -4

AC 20; Fort +14; Reflex +11; Will +8;
HP 60 (void healing)
Speed 20 feet (swim 25 feet)
Immunities bleed, death effects, disease, paralyzed, poison, unconscious

Jaws One Action +14 (+9, +4) to hit (unarmed) 2d8 + 6 Piercing
Tail One Action +14 (+10, +6) to hit (agile) 2d6 + 6 Bludgeoning

Corpse Scent (Imprecise)

The ghoul crocodile can smell humanoid corpses in the water up to 1 mile away.

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

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 ghoul crocodile is adjacent to the corpse of a creature that died within the last hour


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

Death Roll One Action (attack)

Requirements The ghoul crocodile must have a creature Grabbed


Effect The ghoul crocodile tucks its legs and rolls rapidly, twisting its victim. It makes a jaws Strike with a +2 circumstance bonus to the attack roll against the grabbed creature. If it hits, it also knocks the creature Prone. If it fails, it releases the creature.

Ghoul Fever (disease)

Saving Throw DC 19 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 crocodile's tail must succeed at a DC 20 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 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.



Traits

Uncommon

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.

Amphibious

An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual –2 penalty for being underwater.

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.