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StraughCreature 10


UncommonLargeChaoticEvilGhoulUndeadUnholy
Source Pathfinder #184: The Ghouls Hunger
Perception +17 (darkvision, scent (imprecise) 30 feet)
Languages none
Skills Acrobatics +17, Athletics +22, Intimidation +17, Stealth +22, Survival +22
Str +8, Dex +3, Con +7, Int -4, Wis +3, Cha +0

AC 29; Fort +22; Reflex +16; Will +16;
HP 220 (void healing)
Speed 30 feet (burrow 20 feet)
Immunities bleed, death effects, disease, paralyzed, poison, unconscious

Beak One Action +23 (+18, +13) to hit (unarmed) 2d12+12 Piercing
Talon One Action +23 (+19, +15) to hit (agile, reach 10, unarmed) 2d8+12 Piercing

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


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

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

Fetid Screech One Action (olfactory)

Unaware that its vocal organs have withered and decayed, the straugh instinctively but ineffectively attempts to screech, instead releasing malodorous gas, half-digested corpse flesh, and small swarms of maggots from its open beak. The straugh releases a disgusting cloud of gas and decaying detritus in a 15-foot cone; any creature within the area must attempt a DC 28 fortitude save. On a failure, the creature is Sickened 2. On a critical failure, the creature also takes a -5 foot status penalty to its Speeds for 1 round. Any creature that succeeds at the save is temporarily immune to Fetid Screech for 24 hours.

Effect: Fetid Screech (Critical Failure)

Ghoul Fever (disease)

Saving Throw DC 28 fortitude


Stage 1 carrier with no ill effect (1 day)

Stage 2 4d8 void damage and regains half as many Hit Points from all healing (1 day)

Stage 3 as stage 2 (1 day)

Stage 4 4d8 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.

Paralysis (incapacitation, occult)

Any living, non-elf creature hit by a ghoul's attack must succeed at a DC 26 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.

Rock Tunneler

A straugh can burrow through solid stone at a Speed of 10 feet. It can leave a tunnel if it desires, and it usually does.

Tunneling Strike Two Actions (earth)

Requirements The straugh has Burrowed underground and remains undetected by the creature it plans to attack


Effect The straugh Burrows twice to emerge from the ground adjacent to at least one enemy and immediately makes a Strike against that foe.

Improved Grab Free Action

Trigger The monster's last action was a successful Strike that lists Improved Grab in its damage entry, or the monster has a creature Grabbed or Restrained


Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty.

The monster can instead use Improved Grab as an action and choose one creature it's grabbing or restraining with an appendage that has Improved Grab to automatically extend that condition to the end of the monster's next turn.


When skirmishes break out between tunneling ghouls and creatures that dwell beneath the surface of Golarion, there's a chance that ghoul fever could infect such animals, producing strange new variants of ghoul beasts. However, letting the natural corruption run its course sometimes results in unsatisfying monsters, so some necromancers speed the process. This is the situation that led to the creation of the first straugh. A priest of Kabriri made the monstrosity to defend a claimed cemetery from another sect of ghouls who were preying upon the interred bodies. In some places, ghouls use straughs to tunnel into rival warrens or highly fortified mausoleums.


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.

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.