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IbriqueCreature 13


UniqueCESmallGhoulUndead
Source Pathfinder Adventure: Shadows at Sundown
Perception +18 (darkvsion)
Languages Aklo, Common, Necril, Undercommon
Skills Acrobatics +27, Crafting +25, Deception +24, Occultism +25, Performance +24, Stealth +27
Str +4, Dex +8, Con +5, Int +6, Wis -1, Cha +5

AC 35; Fort +25; Reflex +28; Will +21;
HP 200
Speed 25 feet (burrow 10 feet)
Immunities death effects, disease, paralyzed, poison, unconscious

Jaws One Action +27 (+22, +17) to hit (finesse) 3d10+10 Piercing + 2d6 Negative
Claw One Action +27 (+23, +19) to hit (agile, finesse) 2d6 Negative + 3d6+10 Slashing

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.

At-Will Spells

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

Vulnerable to Sunlight

Ibrique takes 20 damage for each hour she is exposed to sunlight.

Cytillesh Stare One Action (concentrate, incapacitation, mental, visual)

Frequency once per round


Effect Ibrique focuses her gaze on a creature she can see within 30 feet. The target is Dazzled for 1 round and must succeed at a DC 33 will save or be Confused for 1 round.

Ghoul Fever (disease)

Saving Throw DC 33 fortitude


Stage 1 carrier with no ill effect (1 day)

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

Stage 3 as stage 2 (1 day)

Stage 4 2d6 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.

Profane Paralysis

Any living, non-elf creature hit by Ibrique's attack must attempt a DC 33 fortitude save.


Critical Success The creature is unaffected.

Success The creature is Slowed 1.

Failure The creature is 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.


Occult Innate Spells (DC 33, +25 to hit)

Cantrips (7th Level): Daze, Ghost Sound, Telekinetic Projectile
2nd Level: Darkness (At Will), Sound Burst
4th Level: Confusion, Dimension Door, Modify Memory, Phantasmal Killer
6th Level: Teleport



Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.