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Ghoul RazorclawCreature 13


UncommonNEMediumGhoulUndead
Source Pathfinder #184: The Ghouls Hunger
Perception +25 (darkvision)
Languages Abyssal, Common, Draconic, Kelish, Necril, Undercommon
Skills Acrobatics +27, Athletics +24, Deception +24, Diplomacy +24, Intimidation +24, Medicine +24, Society +24, Stealth +27, Thievery +27, Lore +24
Str +6, Dex +7, Con +2, Int +5, Wis +4, Cha +5

AC 34; Fort +20; Reflex +26; Will +23;
HP 230 (negative healing)
Speed 40 feet (climb 30 feet)
Immunities death effects, disease, paralyzed, poison, unconscious

Jaws One Action +27 (+22, +17) to hit (finesse) 3d8+12 Piercing
Claw One Action +27 (+23, +19) to hit (agile, finesse) 3d6+12 Slashing
Composite Shortbow One Action +27 (+22, +17) to hit (deadly d10, magical, propulsive, range increment 60, reload 0) 2d6+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 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.

Deny Advantage

The razorclaw isn't Flat-Footed to creatures of 13th level or lower that are Hidden, Undetected, flanking, or using Surprise Attack.

Adamantine Edges

The ghoul's claws have been dipped in adamantine. The razorclaw treats any object they hit with a claw Strike as if it had half as much Hardness and any creature they hit as if they had half as much physical resistance.

Consume Flesh One Action (manipulate)

Requirements The 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 7d6 Hit Points .

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

Ghoul Fever (disease)

Saving Throw DC 31 fortitude


Stage 1 carrier with no ill effect (1 day)

Stage 2 4d6 negative damage and regains half as many Hit Points from all healing (1 day)

Stage 3 as stage 2 (1 day)

Stage 4 4d6 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's attack must succeed at a DC 31 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.

Sneak Attack

The ghoul razorclaw deals an extra 3d6 precision damage to flat-footed creatures.

When the monster Strikes a creature that has the Flat-Footed condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged weapon attack, it also deals the listed precision damage. For a ranged attack with a thrown weapon, that weapon must also be an agile or finesse weapon.

Surprise Attacker

On the first round of combat, creatures that haven't acted yet are Flat-Footed to the ghoul razorclaw.

Swift Leap One Action (move)

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


Ghoul assassins who survive dipping their claws in molten adamantine transform into razorclaws.


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.