LacedonCreature 2
Source Pathfinder Book of the Dead
Perception +7 (darkvision, corpse scent (imprecise))
Languages Common, Necril, Thalassic
Skills Acrobatics +8, Athletics +9, Stealth +8, Survival +7
Str +3, Dex +4, Con +3, Int +1, Wis +1, Cha +3
AC 18; Fort +7; Reflex +10; Will +7;
HP 32 (void healing)
Speed 25 feet (swim 30 feet)
Immunities bleed, death effects, disease, paralyzed, poison, unconscious
Jaws
+10 (+5, +0) to hit (finesse, unarmed) 1d6+5 PiercingClaw
+10 (+6, +2) to hit (agile, finesse, unarmed) 1d4+5 SlashingCorpse Scent (Imprecise) 1 mile
The lacedon can smell humanoid corpses in the water from up to 1 mile away.
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.
Aquatic Ambush
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
(manipulate)Requirements The lacedon is adjacent to the corpse of a creature that died within the last hour.
Effect The lacedon devours a chunk of the corpse and regains 2d6 healing Hit Points. It can regain Hit Points from any given corpse only once.
Ghoul Fever (disease)Saving Throw DC 16 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 Actor.Ghoul the next midnight.
Paralyzing Spew
(incapacitation, occult)The lacedon discharges a spray of carrion vomit at a creature within 20 feet, dealing 1d6 poison damage with a DC 17 fortitude. A non-elf creature that fails its save is also Paralyzed. It can attempt a new save to end the paralysis at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save. The lacedon can't use Paralyzing Spew again for 1d4 rounds.
Feared by mariners and coastal dwellers everywhere, the aquatic ghouls known as lacedons are said to be the spawn of an ancient crew of sailors who became lost at sea and were forced to resort to cannibalism to survive. Their appearance is the stuff of a diver's nightmare, supplementing the vicious traits of their land-bound kin with spines, fins, and wide mouths bristling with needle-sharp teeth like piscine predators of the nethermost ocean depths.
Devious and cunning, ghouls can be found anywhere corpses are laid to rest, forever seeking to satisfy their boundless craving for humanoid flesh.
Traits
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.
AmphibiousAn 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.
GhoulGhouls are vile undead creatures that feast on flesh.
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.
UnholyEffects 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.