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Leng GhoulCreature 10


UncommonCEMediumDreamGhoulUndead
Source Pathfinder Bestiary 3
Perception +19 (darkvision)
Languages Aklo, Common, Necril
Skills Acrobatics +21, Arcana +19, Athletics +19, Occultism +21, Religion +19, Stealth +21
Str +5, Dex +7, Con +5, Int +3, Wis +5, Cha +6

AC 29; Fort +18; Reflex +21; Will +19; +1 status to all saves vs. positive
HP 180 (negative healing)
Speed 25 feet (burrow 25 feet, climb 25 feet)
Immunities cold, death effects, disease, paralyzed, poison, unconscious

Jaws One Action +23 (+18, +13) to hit (finesse) 2d8 + 8 Piercing
Claw One Action +23 (+19, +15) to hit (agile, finesse) 2d6 + 8 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.

Erudite

Leng ghouls can cast arcane, divine, and occult spells from scrolls, with a spell DC of 28 and a spell attack roll of +20.

+1 Status to All Saves vs. PositiveNegative 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.

Absorb Memories One Action (manipulate)

Requirements The Leng ghoul is adjacent to the corpse of a creature that retains flesh on its bones


Effect The Leng ghoul devours a chunk of the corpse and regains 6d6 Hit Points. At the same time, they also absorb some of the memories stored in the flesh from when the corpse was alive, gaining a +1 status bonus to all skill checks for 10 minutes.

The Leng ghoul can immediately attempt an Occultism check to learn one non-secret memory the corpse had when it was alive (use the standard DC for the creature's level). The exact memory learned is determined by the GM but is typically something of use to the Leng ghoul. The memory can't be one the creature was trying to keep secret unless the check was a critical success.

A Leng ghoul can Absorb Memories from any given corpse only once.

Effect: Absorb Memories

Leng Ghoul Fever (disease)

Saving Throw DC 28 fortitude


Stage 1 carrier with no ill effect (1 day)

Stage 2 4d8 negative damage and regains half as many Hit Points from all healing (1 day)

Stage 3 as stage 2 (1 day)

Stage 4 4d8 negative damage and gains no benefit from healing (1 day)

Stage 5 as stage 4 (1 day)

Stage 6 dead, and rises as a Leng ghoul the next sunset.

Paralysis (incapacitation, necromancy, occult)

Any living creature hit by a Leng ghoul's attack must succeed at a DC 28 fortitude save or become 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.

Sneak Attack

A Leng ghoul deals an extra 2d6 precision damage to flat-footed creatures.


When the monster Strikes a creature that has the Flat-Footed condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged weapon attack, it also deals the listed precision damage. For a ranged attack with a thrown weapon, that weapon must also be an agile or finesse weapon.


In the icy nightmare dimension of Leng, ghouls with hoofed feet gather in morbid groups to worship and research, forming societies that mockingly mimic (and in their opinion, surpass) those of the living. Most worship the malevolent gods of the Elder Mythos and see the living as little more than fodder who will eventually die and provide memories for Leng ghouls to consume and absorb. Not all Leng ghouls are evil, but most are, and even those who aren't possess sardonic senses of humor and grisly appetites that make them disturbing allies at best.


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.