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Ghoul GnawerCreature 11


UncommonNEMediumGhoulUndead
Source Pathfinder #184: The Ghouls Hunger
Perception +18 (darkvision)
Languages Abyssal, Common, Draconic, Kelish, Necril
Skills Arcana +21, Crafting +21, Deception +23, Diplomacy +23, Intimidation +23, Lore +21, Occultism +21, Lore +21, Stealth +19
Str +1, Dex +3, Con +1, Int +5, Wis +3, Cha +7

AC 28; Fort +18; Reflex +21; Will +24;
HP 190 (negative healing)
Speed 30 feet
Immunities death effects, disease, paralyzed, poison, unconscious

Jaws One Action +19 (+14, +9) to hit (finesse) 2d10+12 Piercing
Claw One Action +19 (+15, +11) to hit (agile, finesse) 2d8+10 Slashing
Staff One Action +19 (+14, +9) to hit (two hand d8) 2d8+10 Bludgeoning

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.

Consume Flesh One Action (manipulate)

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


Effect The ghoul gnawer devours a chunk of the corpse and regains 5d6 Hit Points. It can regain Hit Points from any given corpse only once.

Drain Corpse Reaction (occult)

Frequency once per day

Trigger The ghoul gnawer uses Consume Flesh


Effect In addition to gaining Hit Points, using Consume Flesh refreshes one spell slot the cultist has already expended.

Ghoul Fever (disease)

Saving Throw DC 29 fortitude

Stage 1 carrier with no effect (1 day)

Stage 2 3d6 negative damage and regains half as many hit Points from all healing (1 day)

Stage 3 as stage 2 (1 day)

Stage 4 3d6 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, necromancy, occult)

Any living, non-elf creature hit by a ghoul gnawer's attack must succeed at a DC 27 fortitude save or become Paralyzed. The creature can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save.

Swift Leap One Action (move)

The ghoul jumps up to half its Speed. This movement doesn't trigger reactions.


Occult Spontaneous Spells (DC 34, +26 to hit)

Cantrips (6th Level): Chill Touch, Detect Magic, Haunting Hymn, Shield, Sigil
4th Level (4 slots): Chroma Leach, Clairvoyance, Dimension Door, Talking Corpse
5th Level (4 slots): Abyssal Plague, Invoke Spirits, Rip the Spirit, Wall of Flesh
6th Level (3 slots): Dominate, Scrying, Spirit Blast, Vampiric Exsanguination



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.