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NecrohuskCreature 5


RareNEMediumUndead
Source Pathfinder #176: Lost Mammoth Valley
Perception +14 (darkvision, lifesense (imprecise) 30 feet)
Languages Common, Hallit, Necril, Can't Speak
Skills Acrobatics +13, Athletics +12, Stealth +13
Str +5, Dex +4, Con +1, Int -3, Wis +3, Cha -1

AC 22; Fort +10; Reflex +15; Will +12;
HP 75 (negative healing)
Speed 30 feet (climb 30 feet)
Immunities death effects, disease, paralyzed, poison, prone, unconscious

Jaws One Action +15 (+10, +5) to hit 2d6+5 Piercing + 1d6 Poison
Leg One Action +15 (+11, +7) to hit (agile) 2d4+5 Piercing
Ichor Spit One Action +14 (+9, +4) to hit (range increment 30) 3d8 Poison

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.

Lifesense (Imprecise) 30 feet

Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the positive energy animating living creatures and the negative energy animating undead creatures, much as sight distinguishes colors.

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.

Skitter Reaction

Trigger A creature misses the necrohusk with a melee Strike


Effect The necrohusk Steps.

Frenzied Assault Two Actions

The necrohusk makes three leg Strikes. If more than one Strike hits the same target, combine the damage of the Strikes that hit the creature and apply the creature's resistances and weaknesses only once.

Impaling Lunge Two Actions

The necrohusk Strides twice. If the necrohusk ends its movement within melee range of an enemy, it makes a leg Strike against that enemy. On a hit, the Strike deals an additional 1d6 Persistent Bleed Damage.

Vile Innards

The necrohusk spews some of its rotting insides when it makes an ichor spit Strike. On a critical hit, the target is Sickened 2.


Necrohusks are skittering, undead monstrosities, created when a humanoid is purposefully twisted into a new creature through necromantic experimentation. Unlike fleshwarps and recipients of successful necrografts, prospective necrohusks never survive the procedure. After reanimation, they're cunning, animalistic creatures that follow their creator's orders without question.

Creating a necrohusk is an incredibly difficult endeavor, fraught with error. Most attempts result in lumps of useless, rotten slurry or malformed undead no more cunning or dangerous than a mundane zombie. The costs in time, experimental subjects, and expensive spell components lead some would-be necromancers to conclude that the results aren't worth the risk. Occasionally, spellcasters can harness the power of the Negative Energy Plane during the process, which lessens the monetary cost but vastly increases the danger, often producing a deadly backlash resulting in the creator's death and a masterless necrohusk.

Among the Sutaki, only Ashen Swale and his lieutenants, Turkek and Azi, have the skill and knowledge to create necrohusks with any regularity, although Turkek's interests often lead him away from such gruesome endeavors. Necrohusks are created from volunteers in Ashen Swale's cult or from traitorous Sutaki whom Ashen Swale wants to punish with a ghastly fate.


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.