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LacedonCreature 2

Source Pathfinder Book of the Dead
Perception +7 (corpse scent (imprecise), darkvision)
Languages Aquan, Common, Necril
Skills Acrobatics +8, Athletics +9, Stealth +8, Survival +7
Str +3, Dex +4, Con +3, Int +1, Wis +1, Cha +3

AC 18; Fort +7; Reflex +10; Will +7;
HP 32 (negative healing)
Speed 25 feet (swim 30 feet)
Immunities death effects, disease, paralyzed, poison, unconscious

Jaws One Action +10 (+5, +0) to hit (finesse) 1d6+5 Piercing
Claw One Action +10 (+6, +2) to hit (agile, finesse) 1d4+5 Slashing


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.

Corpse Scent (Imprecise) 1 mile

The lacedon can smell humanoid corpses in the water from up to 1 mile away.

Aquatic Ambush One Action

45 feet

Requirements The monster is hiding in water and a creature that hasn't detected it is within the listed number of feet.

Effect The monster moves up to its swim Speed + 10 feet toward the triggering creature, traveling on water and on land. Once the creature is in reach, the monster makes a Strike against it. The creature is Flat-Footed against this Strike.

Consume Flesh One Action (manipulate)

Requirements The lacedon is adjacent to the corpse of a creature that died within the last hour.

Effect The lacedon devours a chunk of the corpse and regains 2d6 Hit Points.

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

Ghoul Fever (disease)

Saving Throw DC 16 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.

Paralyzing Spew One Action (incapacitation, occult, necromancy)

The lacedon discharges a spray of carrion vomit at a creature within 20 feet, dealing 1d6 poison damage with a DC 17 basic fortitude. A non-elf creature that fails its save is also Paralyzed. It can attempt a new save to end the paralysis at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save.

The lacedon can't use Paralyzing Spew again for 1d4 rounds.

Feared by mariners and coastal dwellers everywhere, the aquatic ghouls known as lacedons are said to be the spawn of an ancient crew of sailors who became lost at sea and were forced to resort to cannibalism to survive. Their appearance is the stuff of a diver's nightmare, supplementing the vicious traits of their land-bound kin with spines, fins, and wide mouths bristling with needle-sharp teeth like piscine predators of the nethermost ocean depths.

Devious and cunning, ghouls can be found anywhere corpses are laid to rest, forever seeking to satisfy their boundless craving for humanoid flesh.



Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.


An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual -2 penalty for being underwater.