🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

GuecubuCreature 8


UncommonCEMediumEarthUndead
Source Pathfinder Bestiary 3
Perception +15 (darkvision, tremorsense (imprecise) 60 feet)
Languages Common, Necril
Skills Acrobatics +16, Athletics +18, Intimidation +15, Stealth +16
Str +6, Dex +4, Con +3, Int +4, Wis +3, Cha +3

AC 27; Fort +17; Reflex +16; Will +15;
HP 110 (negative healing)
Speed 25 feet (burrow 15 feet)
Immunities death effects, disease, paralyzed, poison, unconscious
Resistances Electricity 10, Physical 10

Jaws One Action +20 (+16, +12) to hit (agile) 2d8 + 8 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.

Tremorsense (Imprecise) 60 feet

Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

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.

Break Ground Two Actions (arcane, earth, transmutation)

The guecubu stomps, and the ground breaks and ripples in a 30-foot emanation, erupting in razor-sharp, crisscrossing spikes of rock that deal 3d8 piercing damage to creatures in the area (DC 26 basic reflex save).

The area becomes difficult terrain and hazardous terrain, with each square dealing 3 piercing damage to a creature that moves through it. A guecubu is immune to these effects.

Ground under the effects of a Consecrate ritual or a Circle of Protection spell tuned against evil or chaos can't be affected by this ability.

Earth Glide

The guecubu can Burrow through any earthen matter, including rock. When it does so, the guecubu moves at its full burrow Speed, leaving no tunnels or signs of its passing.

Shove into Stone (arcane, earth, transmutation)

When the guecubu successfully Shoves a creature into a stone barrier, the target must succeed at a DC 26 reflex save or become merged with the barrier, with the effects of Meld into Stone until the target Escapes (DC 26).

Wrathful Misfortune (arcane, curse, enchantment)

A creature damaged by a guecubu must succeed at a DC 26 will save or become cursed with consummate bad luck. The creature becomes Clumsy 2.

Each time that creature rolls initiative, on their next roll they must roll twice and use the worse result; this is a misfortune effect.


Primal Innate Spells (DC 26, +18 to hit)

4th Level: Shape Stone (At Will)


Sometimes an individual performs acts of horror so unspeakable that the earth they walk on becomes imprinted by their evil. With such villains, even slaying them and scattering their bones can't rid the world of their vile presence. Their souls rise again as guecubus, gruesome skeletons made of scorched bones, rotting flesh, and befouled earth. Guecubus roams the land seeking those they deem responsible for their death.

A guecubu remembers what was done to them, and the memories of their supposed mistreatment fuel their quest for revenge. Guecubus are well-equipped to exact such vengeance. Along with monstrous power and the ability to move through earth, they retain all the cunning they had in life. These creatures are known to kill their enemies one by one, leaving no trace of their presence behind save pebbles and dust.


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.

Earth

Effects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a magical connection to that element.