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TrighoulCreature 8


RareLargeAberration
Source Pathfinder #208: Hoof, Cinder, and Storm
Perception +12 (darkvision)
Languages Aklo, Common, Necril, Orcish
Skills Acrobatics +18, Athletics +16, Deception +17, Stealth +18
Str +4, Dex +6, Con +3, Int +4, Wis +3, Cha +3

AC 27; Fort +13; Reflex +19; Will +16;
HP 100 (Tentacle HP 20, tentacle regrowth)
Speed 45 feet

Tentacle One Action +20 (+16, +12) to hit (agile, finesse, reach 10, unarmed) 2d6+6 Bludgeoning + 1d6 Piercing
Jaws One Action +20 (+16, +12) to hit (agile, finesse, unarmed) 2d6+6 Piercing
Spit One Action +20 (+15, +10) to hit (acid, splash) 3 Acid + 2d8+9 Acid

Pain Sensitivity

When a trighoul's tentacle is severed, it becomes Stunned 1. Its Speed is reduced by 15 feet until the tentacle is regrown.

Tentacle Regrowth

A trighoul ordinarily has three tentacles. A creature can attempt to sever a tentacle by specifically targeting it and dealing damage equal to the tentacle's Hit Points. A tentacle that isn't severed completely returns to full Hit Points at the end of any creature's turn. A severed trighoul tentacles regrows, restored to full Hit Points, after 1d4 rounds.

Puppet Show One Action (concentrate, manipulate)

1 to 3

Requirements The trighoul is using Puppeteer Corpse


Effect The trighoul manipulates up to three corpses to silently Impersonate the living. A creature that fails to detect the deception is Off-Guard to the trighoul's corpse Strike. The deception ends immediately after the trighoul attacks.

Puppeteer Corpse One Action (manipulate)

Requirements The trighoul is Hidden, and there's at least one corpse within 10 feet


Effect The trighoul attaches a tentacle to the corpse of a Large to Small creature. That tentacle replaces its Strike with a melee corpse Strike that deals bludgeoning damage equal to the total damage dealt by its tentacle. A controlled corpse is destroyed when it takes 20 Hit Points of damage. The trighoul can detach from a corpse as a single action with the manipulate trait.

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.


Despite the name given by orcs of the Dirt Sea, the trighoul is not a ghoul at all, but a mutagenic abomination. Its three tentacles bristle with hundreds of neural spines that let it "glide" across the sands at high speed and manipulate the nervous system of a corpse through the spinal column. Trighouls were originally created over a thousand years ago by fleshwarpers aligned with the Whispering Tyrant, giving them to raiders as weapons. While the use of trighouls is now regarded with shame and disgust, some still take advantage of the creatures to lure enemies to their deaths using the corpses of their slain comrades.

Puppetmaster Serum

Orc alchemists familiar with fleshwarping techniques have synthesized an elixir called puppetmaster extract. The elixir transforms the drinker's limb into a tentacle that can temporarily animate the dead. One must take great care when crafting the serum, as incorrectly mixed batches have been known to dissolve organs from within, cause permanent paralysis, and grow tentacles in unwanted places.


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.

Aberration

Aberrations are creatures from beyond the planes or corruptions of the natural order.