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Tough Puddles GhoulCreature 2


UncommonMediumGhoulUndeadUnholy
Source Pathfinder Society Scenario #6-04: An Enkindled Carnival
Perception +8 (darkvision)
Languages Common, Necril
Skills Acrobatics +8, Athletics +9, Stealth +8, Survival +6
Str +3, Dex +4, Con +2, Int +1, Wis +2, Cha +2

AC 17; Fort +6; Reflex +10; Will +6;
HP 28 (void healing)
Speed 25 feet (swim 20 feet)
Immunities death effects, disease, paralyzed, poison, unconscious, bleed

Jaws One Action +11 (+6, +1) to hit (finesse, unarmed) 1d8+3 Piercing
Claw One Action +11 (+7, +3) to hit (agile, finesse, unarmed) 1d8+3 Slashing

Stench (aura, olfactory)

10 feet. DC 14 fortitude


A creature entering the aura or starting its turn in the area must succeed at a Fortitude save or become Sickened 1 (plus Slowed 1 as long as it's sickened on a critical failure). A creature that succeeds at its save or recovers from being sickened is temporarily immune to all stench auras for 1 minute.

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.

Slurp Blood One Action (divine)

Requirements A Grabbed, Paralyzed, Restrained, Unconscious, or willing creature is within the tough Puddles ghoul's reach


Effect The ghoul bites the creature, slurping its blood. This requires an Athletics check against the target's Fortitude DC if the victim is grabbed and is automatic for any of the other conditions. The victim takes (1d8+3) piercing damage and the tough Puddles ghoul regains 4 healing Hit Points, gaining any excess HP as temporary HP.

Swift Movement One Action (move)

The Puddles ghoul jumps up to half its Speed or swims up to half its swim Speed. This movement doesn't trigger reactions.

Grab One Action

Requirements The monster's last action was a successful Strike that lists 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. This attempt neither applies nor counts toward the creature's multiple attack penalty.

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


Ghouls stalkers are ravenous undead who haunt graveyards and eat corpses.


Few creatures are more ubiquitous to sinister locations such as lonely graveyards and ruined crypts than the flesh-eating undead known as ghouls.


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.