GholdakoCreature 10
Source Pathfinder Book of the Dead
Perception +16 (darkvision)
Languages Cyclops, Jotun
Skills Athletics +21, Intimidation +19, Religion +16, Lore +16
Str +7, Dex +3, Con +7, Int +2, Wis +2, Cha +5
AC 27; Fort +21; Reflex +17; Will +14;
HP 215 (negative healing)
Speed 30 feet
Immunities death effects, disease, paralyzed, poison, unconscious
Weaknesses Fire 10
Jaws +23 (+18, +13) to hit (reach 10) 3d10+10 Piercing
Claw +23 (+19, +15) to hit (agile, reach 10) 1d10+10 Slashing + 1d6 Mental
Javelin +19 (+14, +9) to hit (thrown 30) 3d6+10 Piercing
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 HealingA 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.
Tumultuous Flash (divination, occult, fortune)Frequency once per day
Trigger The gholdako is about to roll a d20
Effect Instead of rolling normally, the gholdako attempts a DC 11 flat, getting a critical success on the triggering roll if the flat check succeeds or a critical failure if it fails.
Blinding Breath (concentrate, divine, necromancy, negative)The gholdako exhales a 60-foot cone of noxious breath that deals 7d8 negative damage (DC 29 basic reflex). A creature that fails its save is also Blinded until the end of its next turn (or for 1 minute on a critical failure) as a milky film coats its eyes.
The gholdako can't use Blinding Breath again for 1d4 rounds.
Infectious Visions (divine, enchantment, mental, poison)The first time each round the gholdako damages a creature with a claw Strike, the creature must attempt a DC 27 will save, as its mind is assaulted by horrifying visions. On a failure, the creature is Confused until the end of its next turn. On a critical success, the creature is immune for 24 hours.
Cyclops necromancers created gholdakos untold ages ago by performing foul rituals over the corpses of their fellow cyclopes. Although these rituals varied through the history of Ghol-Gan, each involved the sacrifice of numerous humanoids whose blood was used to write the runes scribed upon a gholdako's linens. Rarely, a cyclops initiated their own transformation into a gholdako, scribing runes glimpsed from oracular visions and fevered dreams on their clothes or carving them into their bare flesh. Regardless of their origin, gholdakos are guardians, bound beyond death to protect a location, relic, or person—often the same thing they once defended in life.
Despite their death and subsequent reanimation, gholdakos retain many of the quirks of living cyclopes, including their ceaseless hunger, volatile temper, single-mindedness, and great strength.
Traits
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.