🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

KankerCreature 12


UniqueMediumChaoticEvilGhoulUndead
Source Pathfinder #200: Seven Dooms for Sandpoint
Perception +22 (darkvision)
Languages Aklo, Chthonian, Common, Necril, Sakvroth, Thassilonian, Varisian
Skills Acrobatics +20, Arcana +25, Crafting +25, Deception +23, Intimidation +23, Occultism +23, Religion +22, Stealth +24
Str +5, Dex +6, Con +5, Int +7, Wis +4, Cha +5

AC 33; Fort +23; Reflex +24; Will +22;
HP 200 (void healing)
Speed 30 feet (burrow 5 feet)
Immunities bleed, death effects, disease, paralyzed, poison, unconscious
Resistances Fire 10

Flail One Action +25 (+20, +15) to hit (disarm, magical, sweep, trip) 2d6+11 Bludgeoning + 1d6 Mental
Jaws One Action +24 (+19, +14) to hit (finesse, unarmed) 3d6+11 Piercing
Claw One Action +24 (+20, +16) to hit (agile, finesse, unarmed) 3d4+11 Slashing
Greater Acid Flask One Action +26 (+21, +16) to hit 7 Acid + 1 Acid + 3d6 Acid
Greater Alchemist's Fire One Action +26 (+21, +16) to hit 7 Fire + 3 Fire + 3d8 Fire
Greater Thunderstone One Action +26 (+21, +16) to hit 3d4 Sonic + 7 Sonic

Infused Items

Kanker carries the following infused items, which last for 24 hours or until the next time he makes his daily preparations: Acid Flask (Greater) (8), Alchemist's Fire (Greater) (8), Blightburn Resin, Cheetah's Elixir (Greater) (2), Midnight Milk (Refined) (5), Mistform Elixir (Greater), Shadow Essence (5), Thunderstone (Greater) (8)

Evasion

When Kanker rolls a success on a Reflex save, he gets a critical success instead.

Stench (aura, olfactory)

10 feet. A creature entering the aura or starting its turn in the aura must succeed at a DC 29 fortitude save or become Sickened 1 (plus Slowed 1 as long as it's sickened on a critical failure).

While within the aura, the creature takes a -2 circumstance penalty to saves against disease and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute.

Effect: Stench

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 ghast is adjacent to the corpse of a creature that died within the last hour.


Effect The ghast devours a chunk of the corpse and regains 7d6 healing Hit Points.

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

Kanker can Consume Flesh from the trough of gore in the northern alcove of his laboratory (area J12) if he's adjacent to it.

Expanded Splash

When Kanker throws a bomb, he can maximize the bomb's explosive potential, allowing him to cause the bomb to deal 7 splash damage rather than the normal amount, and the splash damage affects every creature within 10 feet of the target.

Ghast Fever (disease)

Saving Throw DC 32 fortitude


Stage 1 carrier with no ill effect (1 day)

Stage 2 3d8 void damage and regains half as many Hit Points from all healing (1 day)

Stage 3 as stage 2 (1 day)

Stage 4 3d8 void damage and gains no benefit from healing (1 day)

Stage 5 as stage 4 (1 day)

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

Paralysis (incapacitation, occult)

Any living creature hit by a ghast's attack must succeed at a DC 32 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.

Quick Bomber One Action

Kanker draws an alchemical bomb with an Interact action and throws it as a ranged Strike.

Swift Leap One Action (move)

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

Toxic Effluvium One Action (occult, poison)

Kanker has exposed himself to so many toxins and poisons over the years that it's all seeped into his undead flesh. When he activates Toxic Effluvium, these foul-smelling fluids seep from his flesh, causing his jaws and claws to secrete drooling rivulets of foul green venom that coat his teeth and talons, as well as any weapon he wields. Until the start of his next turn, Kanker's melee Strikes deal an additional 2d6 poison damage.


Rituals

Create Undead, Planar Servitor



Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

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.