Ugothol WretchCreature 0
Source The Dead God's Hand
Perception +6 (darkvision)
Languages Alghollthu, Azlanti, Thalassic
Skills Athletics +6
Str +2, Dex +1, Con +0, Int -2, Wis +2, Cha +0
AC 15; Fort +2; Reflex +5; Will +6; +2 status to all saves vs. auditory and visual
HP 15
Speed 25 feet (swim 25 feet)
Resistances Bludgeoning 5
Claw
+6 (+2, -2) to hit (agile, unarmed) 1d6+4 Slashing+2 Status to All Saves vs. Auditory and VisualBlood Nourishment

The ugothol uses its three-pronged tongue to drink the blood of an adjacent Restrained or Unconscious creature. The creature gains Drained 1
CompressionWhen the ugothol successfully Squeezes, it moves through the tight space at full speed. Narrow confines are not difficult terrain for an ugothol.
Sneak AttackThe ugothol deals 1d4 extra precision damage to Off-Guard creatures.
Grab
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.
Among the subtler of the alghollthu creations were the ugothols—also known as faceless stalkers. These twisted beings used shapeshifting to infiltrate settlements and assassinate key targets. They sowed discord and replaced leaders, causing unwanted organizations to implode and bothersome people to lose face and eventually disappear.
In bygone millennia, aquatic monsters known as alghollthus used their occult powers to conquer and rule vast swaths of the world. Alghollthus shaped their servitors and other creatures using mental manipulation and physically transformative magic. The rulers of the alghollthus, the so-called "veiled masters," further shaped entire societies by assuming the forms of those they controlled.
In time, the alghollthus grew frustrated with upstart surface societies and meddling gods. They used incredible magical power to call forth a cataclysm, hoping to destroy the rebellious societies they'd manipulated. Yet they miscalculated the will to survive of those they treated as their pawns, and in time the world recovered, this time free of alghollthu influence.
Today, the alghollthus have mostly remained within the deep aquatic realms where they still rule without question. Yet they have not abandoned their plots entirely, and the reemergence of servitors like faceless stalkers suggests that the alghollthus have turned their hateful eyes to the surface once again.
Traits
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.
AberrationAberrations are creatures from beyond the planes or corruptions of the natural order.
AmphibiousAn amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual –2 penalty for being underwater.