🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

NecrohuskCreature 5


RareMediumEvilUndeadUnholy
Source Pathfinder #176: Lost Mammoth Valley
Perception +14 (darkvision, lifesense (imprecise) 30 feet)
Languages Common, Hallit, Necril, Can't Speak
Skills Acrobatics +13, Athletics +12, Stealth +13
Str +5, Dex +4, Con +1, Int -3, Wis +3, Cha -1

AC 22; Fort +10; Reflex +15; Will +12;
HP 75 (void healing)
Speed 30 feet (climb 30 feet)
Immunities bleed, death effects, disease, paralyzed, poison, prone, unconscious

Jaws One Action +15 (+10, +5) to hit (unarmed) 2d6+5 Piercing + 1d6 Poison
Leg One Action +15 (+11, +7) to hit (agile) 2d4+5 Piercing
Ichor Spit One Action +14 (+9, +4) to hit 3d8 Poison

Lifesense (Imprecise) 30 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.

Skitter Reaction

Trigger A creature misses the necrohusk with a melee Strike


Effect The necrohusk Steps.

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.

Frenzied Assault Two Actions

The necrohusk makes three leg Strikes. If more than one Strike hits the same target, combine the damage of the Strikes that hit the creature and apply the creature's resistances and weaknesses only once.

Impaling Lunge Two Actions

The necrohusk Strides twice. If the necrohusk ends its movement within melee range of an enemy, it makes a leg Strike against that enemy. On a hit, the Strike deals an additional 1d6 bleed.

Vile Innards

The necrohusk spews some of its rotting insides when it makes an ichor spit Strike. On a critical hit, the target is Sickened 2.


Necrohusks are skittering, undead monstrosities, created when a humanoid is purposefully twisted into a new creature through necromantic experimentation. Unlike fleshwarps and recipients of successful necrografts, prospective necrohusks never survive the procedure. After reanimation, they're cunning, animalistic creatures that follow their creator's orders without question.

Creating a necrohusk is an incredibly difficult endeavor, fraught with error. Most attempts result in lumps of useless, rotten slurry or malformed undead no more cunning or dangerous than a mundane zombie. The costs in time, experimental subjects, and expensive spell components lead some would-be necromancers to conclude that the results aren't worth the risk. Occasionally, spellcasters can harness the power of the Void during the process, which lessens the monetary cost but vastly increases the danger, often producing a deadly backlash resulting in the creator's death and a masterless necrohusk.

Among the Sutaki, only Ashen Swale and his lieutenants, Turkek and Azi, have the skill and knowledge to create necrohusks with any regularity, although Turkek's interests often lead him away from such gruesome endeavors. Necrohusks are created from volunteers in Ashen Swale's cult or from traitorous Sutaki whom Ashen Swale wants to punish with a ghastly fate.


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.

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.