Hollow HuskCreature 5
Source Pathfinder #183: Field of Maidens
Perception +9 (darkvision)
Languages none
Skills Athletics +14
Str +5, Dex -1, Con +4, Int -5, Wis +0, Cha -2
AC 20; Fort +15; Reflex +9; Will +11;
HP 130 (negative healing)
Speed 25 feet
Immunities death effects, disease, mental, paralyzed, poison, unconscious
Weaknesses Positive 10, Slashing 10
Fist +15 (+10, +5) to hit 2d8+7 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.
SlowA hollow husk is permanently Slowed 1 and can't use reactions.
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.
Memory DrainRequirements The hollow husk has a creature Grabbed or Restrained
Effect Memories flow from the grabbed creature into the empty void that is the hollow husk's mind. The hollow husk deals the creature 3d6 mental damage, and the creature must attempt a DC 16 will save.
Critical Success The creature is unaffected.
Success The creature takes half damage.
Failure The creature takes full damage and is Stupefied 1 for 1 minute.
Critical Failure The creature takes full damage and is Stupefied 2 for 1 minute.
GrabRequirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.
Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.
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.
MindlessA mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.