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Virulak VillagerCreature 3


UncommonMediumEvilUndeadUnholy
Source Pathfinder #182: Graveclaw
Perception +8 (darkvision)
Languages Common, Necril
Skills Athletics +9, Crafting +7, Intimidation +8, Stealth +10
Str +4, Dex +3, Con +1, Int +0, Wis +1, Cha +1

AC 19; Fort +10; Reflex +10; Will +8;
HP 45 (void healing)
Speed 25 feet
Immunities bleed, death effects, disease, paralyzed, poison, unconscious

Claw One Action +12 (+8, +4) to hit (agile, unarmed) 1d8 + 4 Slashing

Mob Mentality

As long as the virulak villager and their allies aren't outnumbered by enemies, the virulak villager is immune to fear.

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.

Lingering Ichor Reaction (poison)

Trigger The virulak takes piercing or slashing damage from a melee Strike


Effect The virulak squirts a jet of poisonous ichor from the wound. The creature making the triggering Strike takes (@actor.level) persistent,poison damage.

Undead Virulence (poison, virulent)

Saving Throw DC 19 fortitude


Maximum Duration 4 rounds

Stage 1 1d10 poison damage (1 round)

Stage 2 1d12 poison damage (1 round)

Stage 3 2d10 poison damage (1 round)

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.


A village of commoners raised to undeath by a mass poisoning might continue to go about the settled routines of life, posing an eerie scene for living creatures who enter their village. Virulak villagers prefer to attack with an advantage of numbers, but even a lone villager can pose a problem for unaware or inexperienced travelers.


When a creature dies from poison, it sometimes rises as a virulak: an undead being infused with lethal venom. Most virulaks are solitary creatures with memories of an excruciating death. Occasionally, a mass poisoning produces numerous simultaneous fatalities, increasing the chance of many virulaks arising at once and working together in a dangerous mob. Entire villages might rise as virulaks when forced to subsist on food so spoiled it has become toxic or from an intentional scheme to poison the settlement.

Virulaks retain the intelligence and memory they had in life, but their agonizing death by poison transforms them into bitter mockeries of their former selves. Poison seeps from their fingertips and solidifies into hard claws. Virulaks are known for a cynical and ironic sense of humor. They delight in poisoning the good spirits and reputations of those around them, dealing psychological blows that mirror the venom in their bodies.


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.

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.