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Profane GhoulCreature 10


RareMediumEvilGhoulUndeadUnholy
Source Pathfinder Adventure: Shadows at Sundown
Perception +19 (darkvision)
Languages Common, Necril
Skills Acrobatics +22, Athletics +17, Religion +19, Stealth +20
Str +3, Dex +6, Con +5, Int +3, Wis +5, Cha +5

AC 30; Fort +17; Reflex +22; Will +19;
HP 180 (void healing)
Speed 30 feet (burrow 10 feet)
Immunities bleed, death effects, disease, paralyzed, poison, unconscious

Jaws One Action +22 (+17, +12) to hit (finesse, unarmed) 2d10+7 Piercing
Claw One Action +22 (+18, +14) to hit (agile, finesse, unarmed) 2d6+7 Slashing

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.

Ghoul Fever (disease)

Saving Throw DC 29 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.

Profane Paralysis (incapacitation, occult)

Any living, non-elf creature hit by the profane ghoul's attack must attempt a DC 29 fortitude save.


Critical Success The creature is unaffected.

Success The creature is Slowed 1.

Failure The creature is 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.

Profane Whispers Two Actions (auditory, mental, occult)

The ghoul whispers profane secrets of undeath. Living creatures within 10 feet of the ghoul take 2d8 persistent,mental damage. Those with ghoul fever must also succeed at a DC 29 will save or have the disease advance one step. The profane ghoul can't use Profane Whispers again for 24 hours.

Scuttle One Action (move)

The profane ghoul crawls on all fours, moving up to half its Speed. This movement doesn't trigger reactions.



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.

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.