Zombie ChuulCreature 7
Source Pathfinder #182: Graveclaw
Perception +11 (darkvision, tremorsense (imprecise) 30 feet)
Languages none
Skills Athletics +18, Stealth +11
Str +7, Dex +0, Con +6, Int -5, Wis +0, Cha -1
AC 22; Fort +18; Reflex +10; Will +13;
HP 200 (void healing)
Speed 30 feet (swim 25 feet)
Immunities bleed, death effects, disease, paralyzed, poison, unconscious
Weaknesses Vitality 15, Slashing 15
Claw
+18 (+13, +8) to hit (reach 10, unarmed) 2d12 + 12 SlashingTremorsense (Imprecise) 30 feet
Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.
SlowThe zombie chuul is permanently Slowed 1 and can't use reactions.
Void HealingA 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.
Constrict
(1d12+7) bludgeoning damage, DC 25 fortitude (Grabbed by claw only)
The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.
Mandibles
Requirements A creature is Grabbed and Paralyzed by the zombie chuul's tentacles
Effect The creature takes 3d6 piercing damage.
Paralytic Venom (incapacitation, poison)Saving Throw DC 25 fortitude
Maximum Duration 6 rounds
Stage 1 Paralyzed (1 round)
Tentacle Transfer
Requirements The zombie chuul has a creature Grabbed
Effect The zombie chuul transfers the grabbed creature from its claws to its tentacles, or vice versa. The creature is exposed to the zombie chuul's paralytic venom when transferred into the tentacles and at the start of each of the zombie chuul's turns if it remains grabbed by the tentacles.
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.
Traits
A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.
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.
MindlessA mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental attribute modifiers are –5. They are immune to all mental effects.
UndeadOnce 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.
UnholyEffects 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.
ZombieThese undead are mindless rotting corpses that hunger for living flesh.