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Barnacle GhoulCreature 9


UncommonNEMediumGhoulUndead
Source Pathfinder #159: All or Nothing
Perception +17 (darkvision)
Languages Aquan, Common, Necril
Skills Acrobatics +19, Athletics +19
Str +6, Dex +6, Con +3, Int +1, Wis +4, Cha +4

AC 28; Fort +16; Reflex +21; Will +17;
HP 155 (negative healing)
Speed 25 feet (climb 10 feet, swim 40 feet)
Immunities death effects, disease, paralyzed, poison, unconscious

Jaws One Action +21 (+16, +11) to hit (finesse) 2d10+10 Piercing
Claw One Action +21 (+17, +13) to hit (agile, finesse) 2d6+10 Slashing
[Two Actions] Water Jet One Action +21 (+16, +11) to hit (range increment 10) 2d6+10 Acid

Darkvision

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.

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.

Tear Flesh Reaction

Trigger A creature grabbed by the barnacle ghoul critically fails a skill check to Escape


Effect The barnacle ghoul makes a claw Strike against the triggering creature.

Consume Flesh One Action (manipulate)

Requirements The barnacle ghoul is adjacent to the corpse of a creature that died within the last hour.


Effect The barnacle ghoul devours a chunk of the corpse and regains 5d6 Hit Points.

It can regain Hit Points from any given corpse only once.

Fill Lungs (curse, necromancy)

Saving Throw DC 26 fortitude

Stage 1 Sickened 1 (1 round)

Stage 2 Sickened 2 (1 round)

Stage 3 Sickened 3 (1 round)

Stage 4 drowning and cannot reduce below stage 4 until the water is purged; purging the water requires a successful DC 26 medicine check to Administer First Aid (which stops the creature from drowning and returns the creature to stage 3; stage 2 on a critical success) or a magical effect that removes curses or the sickened condition (which stops the creature from drowning and ends the curse).

If the creature dies from drowning, it rises as a barnacle ghoul the next midnight.

Nimble Swim One Action (move)

The barnacle ghoul Swims up to 20 feet. This movement doesn't trigger reactions.

Paralysis (incapacitation, occult, necromancy)

Any living, non-elf creature hit by a ghoul's attack must succeed at a DC 26 fortitude save or become Paralyzed.

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

Grab One Action

Requirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.


Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.



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.