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ShulgurkCreature 3


UncommonMediumAnadiHumanoid
Source The Dead God's Hand
Perception +7 (darkvision, web sense (imprecise))
Languages none
Skills Acrobatics +10, Athletics +10, Crafting +9, Stealth +10
Str +2, Dex +3, Con +1, Int +4, Wis +0, Cha +0

AC 18; Fort +0; Reflex +0; Will +0;
HP 45
Speed 25 feet

Spider-speak (primal)

Shulgurk can speak with spiders, with the same effects and limitations as speak with animals.

Web Sense

Shulgurk has imprecise tremorsense to detect the vibrations of creatures touching any webbing in areas A12–A15.

Anadi Venom (poison)

Saving Throw DC 17 fortitude

Maximum Duration 4 rounds

Stage 1 1d6 poison damage and Off-Guard (1 round)

Stage 2 1d6 poison damage, off-guard, and Clumsy 1 (1 round)

Attach Sanguine Hose (manipulate)

Shulgurk attempts to embed a toothy sphincter at the end of a leather hose attached to his infernal machine in the flesh of a living creature that's also within 10 feet of the infernal machine. The torturer makes an infernal machine hose Strike against the Restrained creature, with a hit successfully attaching the hose to the creature, that's thereafter Off-Guard and susceptible to Exsanguinate Subject until the hose is detached.

Safely removing an attached sanguine hose from a living subject requires spending an action to attempt a DC 16 crafting or DC 16 medicine check, or a DC 20 athletics check (these DCs increase by 4 (DC 20 crafting , DC 20 medicine, DC 24 athletics) if the Strike to attach the hose was a critical hit), with the following results.


Critical Success The hose detaches without additional damage to the subject.

Success The hose detaches from the subject fairly cleanly, but the toothy sphincter at its end manages to take a chunk of flesh as a souvenir, dealing 1d4 piercing damage to the subject.

Failure The hose separates from the skin with a sickening "plop" and a spurt of fresh blood. The subject takes 1d4[piercing],1d6 persistent,bleed damage

Critical Failure As failure, but the subject also becomes Drained 1.

Change Shape One Action (arcane, concentrate, polymorph)

Shulgurk changes into his hybrid form, spider form, or human form. The above statistics assume he's in his hybrid form. While in human form, he can't use his fangs attack and loses his climb speed. While in spider form, he can't use weapons.


The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.

Exsanguinate Subject One Action (manipulate)

Frequency once per round


Effect Shulgurk manipulates the infernal machine to deal 1d6 persistent,bleed damage as long as a creature remains attached to the infernal machine by a sanguine hose. If a creature takes this bleed damage, it must succeed at a DC 17 fortitude save or become Enfeebled 1 for 1 minute.

Fire Cone One Action (fire, manipulate)

Frequency once per round


Effect Shulgurk releases a lever on the infernal machine to send a dose of lesser alchemist's fire through a pliable metal hose, dealing 1d8 fire damage in a 20-foot cone (DC 16 reflex save). Each time Shulgurk uses this ability, reduce the total doses of lesser alchemist's fire available to the infernal machine by 1.

Spin Silk (concentrate, exploration, manipulate)

By spending several minutes, Shulgurk can produce silk to craft items made of webbing or cloth. He can produce enough silk in a day to craft a single garment.



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.

Anadi

A reclusive people from Garund who resemble spiders and can assume human forms.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.