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Angheuvore Flesh-GnawerCreature 2

Source Pathfinder Bestiary 3
Perception +7 (darkvision, carrion scent (imprecise) 30 feet)
Languages Common, Elven, Necril
Skills Acrobatics +8, Athletics +7, Intimidation +5, Medicine +5, Stealth +8, Survival +5
Str +3, Dex +4, Con +3, Int +2, Wis +1, Cha +1

AC 18; Fort +9; Reflex +10; Will +5;
HP 30 (negative healing)
Speed 30 feet

Jaws One Action +10 (+5, +0) to hit (finesse) 1d6+5 Piercing
Elven Curve Blade One Action +10 (+5, +0) to hit (finesse, forceful) 1d8+5 Slashing
Composite Shortbow One Action +10 (+5, +0) to hit (deadly d10, propulsive, range increment 60) 1d6+3 Piercing


A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Carrion Scent (Imprecise) 30 feet

An angheuvore can smell creatures that have the Doomed, Dying, or Wounded condition as an imprecise sense.

Negative Healing

A creature with negative healing draws health from negative energy rather than positive energy. It is damaged by positive damage and is not healed by positive healing effects. It does not take negative damage, and it is healed by negative effects that heal undead.

Consecration Vulnerability

An angheuvore in a place of worship dedicated to a non-evil deity or on sacred ground, such as an area blessed by Sanctified Ground, is Slowed 1.

Death Gasp One Action (divine, necromancy)

The angheuvore draws in a deep breath and holds it, temporarily suspending their biological processes and becoming undead.

The angheuvore gains the undead trait and becomes immune to bleed, death effects, disease, paralyzed, poison, and sleep. Any such effects the angheuvore is currently suffering from are suspended, but take effect again once they take a breath.

Death Gasp lasts as long as the angheuvore holds their breath (up to 8 rounds).

Effect: Death Gasp

Invigorating Feast One Action (manipulate)

Requirements The angheuvore is adjacent to a Paralyzed, Restrained, or Unconscious creature, or a deceased creature that died in the last hour

Effect The angheuvore feasts upon the creature, dealing their jaws Strike damage (DC 15 basic fortitude save); a corpse automatically critically fails with no save. If the target takes damage, the angheuvore gains 5 temporary Hit Points and a +10-foot circumstance bonus to their Speeds for 1 minute.

Paralysis (divine, incapacitation, necromancy)

Any living creature hit by an angheuvore's jaws Strike must succeed at a DC 15 fortitude save or become Paralyzed.

It can attempt a new save to end the condition at the end of each of its turns, and the DC cumulatively decreases by 1 on each save.

Angheuvores, or mortic elves, have an insatiable hunger for raw humanoid flesh-though they're reluctant to feed on other elves. Most stalk the streets of human nations, such as Druma, Razmiran, and the River Kingdoms. Impatient and impulsive, they're opportunistic hunters, preying on the wounded and isolated.

Mortics are humanoids overwhelmed by negative energy who still cling to life, surviving as twisted amalgams of living and undead. Though they feel unnatural cravings and resemble corpses, mortics live, breathe, eat, sleep, and procreate. However, a mortic can suspend their living functions simply by holding their breath, becoming more like a true undead.

Mortics are largely new to Golarion, with most created in droves when the Whispering Tyrant destroyed entire cities with his Radiant Fire, a magical explosion fueled by the collision of negative and positive energy. From among the corpses of these tragedies rose mortics, living survivors mistaken for corpses and left behind as a result. They found themselves in a twilight state-neither fully alive or undead. The necrotic pollutants of the Gravelands and the Isle of Terror continue to create mortics, seeping into neighboring lands through the air, earth, and water to infect the populace. Though most of the living in these lands fear becoming transformed, some believe becoming a mortic is their best chance of survival in the face of the encroaching hordes of the dead.

A mortic's powers differ by ancestry, though they do have a few commonalities. Reading or hearing scripture induces headaches, and they experience great discomfort when treading upon sacred ground. For those who were religious in life, these new changes can be devastating.



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.


A creature with this trait is a member of the elf ancestry. Elves are mysterious people with rich traditions of magic and scholarship who typically have low-light vision. An ability with this trait can be used or selected only by elves. A weapon with this trait is created and used by elves.


Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.