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Esobok GhoulCreature 5


RareCEMediumGhoulUndead
Source Pathfinder Adventure: Malevolence
Perception +14 (darkvision, lifesense 60 feet, scent (imprecise) 60 feet)
Languages Abyssal, Celestial, Infernal, Requian
Skills Acrobatics +13, Athletics +12, Intimidation +11, Religion +6, Stealth +13, Survival +12
Str +3, Dex +4, Con +4, Int -3, Wis +3, Cha +2

AC 21; Fort +15; Reflex +13; Will +10;
HP 90
Speed 30 feet
Immunities paralyzed, unconscious, poison, death effects, disease

Jaws One Action +14 (+9, +4) to hit (magical) 1d10+7 Piercing
Claw One Action +14 (+10, +6) to hit (agile, magical) 1d6+7 Slashing

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.

Scent (Imprecise) 60 feet

Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).

If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.

Lifesense 60 feet

Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the positive energy animating living creatures and the negative energy animating undead creatures, much as sight distinguishes colors.

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.

Consume Flesh One Action (manipulate)

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


Effect The ghoul devours a chunk of the corpse and regains 3d6 Hit Points.

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

Corrupted Touch

An esobok ghoul's Strikes deal 1d6 negative damage to living creatures. A creature critically hit by an esobok ghoul's Strike must attempt a DC 18 fortitude save or become Drained 1 (Drained 2 on a critical failure) as rot spreads throughout their flesh.

Ghoul Fever (disease)

Saving Throw DC 22 fortitude

Stage 1 carrier with no ill effect (1 day)

Stage 2 2d6 negative damage and regains half as many Hit Points from all healing (1 day)

Stage 3 as stage 2 (1 day)

Stage 4 2d6 negative damage and gains no benefit from healing (1 day)

Stage 5 as stage 4 (1 day)

Stage 6 dead, and rises as a ghoul the next midnight.

Paralysis (incapacitation, occult, necromancy)

Any living, non-elf creature hit by a ghoul's attack must succeed at a DC 22 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.

Pounce

The esobok ghoul Strides and then makes a claw Strike. If it began this action hidden, it remains hidden until after the Strike.


Innate Divine Spells (DC 22, +12 to hit)

2nd Level: Invisibility (Self Only)



Traits

Rare

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.