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Gurgist MaulerCreature 6


RareNMediumHumanHumanoidMortic
Source Pathfinder Bestiary 3
Perception +14 (darkvision)
Languages Common, Necril
Skills Arcana +13, Athletics +17, Crafting +15, Deception +14, Medicine +12, Performance +12
Str +5, Dex +2, Con +4, Int +3, Wis +4, Cha +2

AC 23; Fort +14; Reflex +12; Will +16;
HP 120 (negative healing)
Speed 25 feet
Weaknesses Slashing 5

Maul One Action +18 (+13, +8) to hit (magical, shove) 1d12+8 Bludgeoning
Fist One Action +17 (+13, +9) to hit (agile) 1d8+8 Bludgeoning
Composite Shortbow One Action +14 (+9, +4) to hit (deadly d10, propulsive, range increment 60) 1d6+5 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.

Nourishing Feast

The gurgist spends 1 hour consuming 1 Bulk of raw meat to reverse their body's putrescence. For 1 hour, the gurgist appears to be a pale, bloated human. They have an automatic result of 32 on Deception checks and DCs to pass as a non-mortic human.

While under the effects of Nourishing Feast, Rotting Flesh ceases to function.

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.

Consecration Vulnerability

An angheuvore in a place of worship dedicated to a non-evil deity or on sacred ground, such as an area blessed by Sanctified Ground, is Slowed 1.

Rotting Flesh

Any creature that hits the gurgist with an unarmed attack, tries to Grapple them, or otherwise touches the gurgist is covered with rotten flesh and putrid fluids.

The creature must succeed at a DC 22 fortitude save or become Sickened 1 (Sickened 2 on a critical failure).

Calculated Blow Two Actions

The gurgist makes a melee Strike, aiming for their target's weak points and taking their time to line up a precise blow. If this Strike hits, the gurgist deals an additional 1d8 precision damage, and the target must succeed at a DC 23 fortitude save or become Clumsy 2 for 1 minute.

Death Gasp One Action

The gurgist draws in a deep breath and holds it, temporarily suspending their biological processes and becoming undead.

The gurgist gains the undead trait and becomes immune to bleed, death effects, disease, paralyzed, poison, and sleep. Any such effects the gurgist is currently suffering from are suspended, but take effect again once they take a breath.

Death Gasp lasts as long as the gurgist holds their breath (up to 9 rounds).

Effect: Death Gasp

Tackle Two Actions

The gurgist Strides twice and then attempts to Grapple a creature. On a success, the target is also knocked Prone.

Knockdown One Action

Requirements The monster's last action was a success with a Strike that lists Knockdown in its damage entry.


Effect The monster knocks the target Prone.


Humans that become mortics are known as gurgists. They retain their personalities and intelligence, but their bodies rot with every beat of their heart. Gurgists ceaselessly crave raw meat; consuming large quantities can slow, or even reverse, their body's putrefaction for a short time. A gurgist that refuses to consume raw meat rots to death.

Unlike other mortics, gurgists are capable of sating their hunger without resorting to depravity, making them more likely to be nonevil compared to other mortics. Most gurgists hunt and raise livestock for food-including animals many consider too dangerous to tame. To battle their constant hunger, many take up a single craft, hobby, or performing art to obsess over until the drive to create overcomes the urge to consume. Many study magic or medicine, researching methods to reverse their condition or suspend their putrescence. Others cling to religion, uttering prayers despite the pain and begging the gods to cleanse them of evil.

Nearly all gurgists are disgusted by their clumsy, rotting bodies. They shroud themselves in fine clothes and cover their faces with elaborate masks. Most consider their mask their true face.


Mortics are humanoids overwhelmed by negative energy who still cling to life, surviving as twisted amalgams of living and undead. Though they feel unnatural cravings and resemble corpses, mortics live, breathe, eat, sleep, and procreate. However, a mortic can suspend their living functions simply by holding their breath, becoming more like a true undead.

Mortics are largely new to Golarion, with most created in droves when the Whispering Tyrant destroyed entire cities with his Radiant Fire, a magical explosion fueled by the collision of negative and positive energy. From among the corpses of these tragedies rose mortics, living survivors mistaken for corpses and left behind as a result. They found themselves in a twilight state-neither fully alive or undead. The necrotic pollutants of the Gravelands and the Isle of Terror continue to create mortics, seeping into neighboring lands through the air, earth, and water to infect the populace. Though most of the living in these lands fear becoming transformed, some believe becoming a mortic is their best chance of survival in the face of the encroaching hordes of the dead.

A mortic's powers differ by ancestry, though they do have a few commonalities. Reading or hearing scripture induces headaches, and they experience great discomfort when treading upon sacred ground. For those who were religious in life, these new changes can be devastating.


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.

Human

A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.