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Lifeleecher BrawlerCreature 8


RareCEMediumHumanoidMorticOrc
Source Pathfinder Bestiary 3
Perception +15 (darkvision)
Languages Common, Necril, Orcish
Skills Athletics +18, Intimidation +16, Survival +15
Str +6, Dex +4, Con +6, Int +3, Wis +3, Cha +4

AC 25; Fort +20; Reflex +16; Will +13;
HP 165 (negative healing)
Speed 25 feet

Tusk One Action +20 (+15, +10) to hit 2d6+6 Piercing
Claw One Action +20 (+16, +12) to hit (agile) 2d8+6 Slashing
Composite Shortbow One Action +19 (+14, +9) to hit (deadly d10, magical, propulsive, range increment 30) 2d6+3 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.

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

A lifeleecher 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.

Mortic Ferocity Reaction

The lifeleecher is also surrounded by visibly flickering fragments of the souls they've consumed, becoming Concealed until the end of their next turn.


Trigger The monster is reduced to 0 HP.


Effect The monster avoids being knocked out and remains at 1 HP, but its Wounded value increases by 1. When it is Wounded 3, it can no longer use this ability

Soul Feast Reaction (divine, necromancy, negative)

Trigger A creature adjacent to the lifeleecher dies


Effect The lifeleecher consumes a portion of the creature's soul, regaining 2d8 Hit Points.

Death Gasp One Action

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

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

Death Gasp lasts as long as the lifeleecher holds their breath (up to 11 rounds).

Effect: Death Gasp

Ghost Hunter

The lifeleecher's tusks have the effects of the Ghost Touch property rune on attacks against incorporeal undead.

Leech Essence (divine, necromancy)

When the lifeleecher damages a living or undead creature with their jaws Strike, they drain the target's life essence.

The lifeleecher gains 5 temporary Hit Points that last for 1 minute, and the target must succeed at a DC 24 fortitude save or become Drained 1 if living, or Stunned 1 if undead. If the target was already drained or stunned, the value of this condition instead increases by 1, to a maximum of 3.


Lifeleechers are mortic orcs with gray flesh, sharp claws, and protruding tusks. Resilient and strong, they devour the vital essence of their enemies, which heals their wounds and shackles those souls to the lifeleecher.

Many orcs believe lifeleechers are possessed by the spirits of fallen orc warriors too stubborn to die. Feared and revered, lifeleechers often rise to positions of power in their holds and battle on the front lines against the undead armies of the Whispering Tyrant.


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.

Humanoid

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

Orc

A creature with this trait is a member of the orc ancestry. A weapon with this trait is a weapon which orcs craft and use.