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RotbomberCreature 12


UncommonCELargeMindlessUndead
Source Pathfinder #184: The Ghouls Hunger
Perception +25 (darkvision)
Languages none
Skills Acrobatics +25, Athletics +25
Str +5, Dex +7, Con +4, Int -3, Wis +4, Cha -3

AC 31; Fort +19; Reflex +25; Will +19;
HP 250 (negative healing)
Speed 40 feet (climb 20 feet)
Immunities death effects, disease, paralyzed, poison, unconscious
Weaknesses Positive 10, Slashing 10

Jaws One Action +24 (+19, +14) to hit 3d8+12 Piercing
Fist One Action +20 (+15, +10) to hit (reach 10) 3d6+10 Bludgeoning
Necrotic Pustule One Action +26 (+21, +16) to hit (negative, range increment 60, splash) 3d10+14 Bludgeoning

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.

Slow

A rotbomber is permanently Slowed 1 and can't use reactions.

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.

Pressurized Pustules

When a rotbomber takes acid, fire, physical or sonic damage, there is a chance a prematurely developed pustule bursts open, determined by a DC 11 flat. All creatures in a 10-foot emanation must succeed at DC 29 fortitude save or become Sickened 2. A creature that gets a critical failure becomes Sickened 3. Any creature who attempts this save becomes temporarily immune to pressurized pustules for 24 hours.

Gaseous Smash Two Actions

Frequency once per round


Effect The rotbomber pulls two necrotic pustules from its body, one in each hand, and leaps into the air in an attempt to detonate them simultaneously on a hapless victim. The rotbomber Leaps up to 15 feet horizontally and 10 feet vertically to land in a square adjacent to a target creature and makes a necrotic pustule Strike against the target. If the Strike hits, it deals an additional 4d6 bludgeoning damage to the target. This counts as two attacks for the purposes of determining the rotbomber's multiple attack penalty, but the penalty does not increase until after the Gaseous Smash.

Necrotic Rot (disease, necromancy, negative)

Necrotic rot withers and corrupts living tissue at an alarming rate. An infected creature can't heal damage it takes from necrotic rot until it has been cured of the disease.

Saving Throw DC 29 fortitude


Stage 1 2d6 negative damage (1 day)

Stage 2 Drained 1

Stage 3 3d6 negative damage and Drained 2

Stage 4 dead, rising as a rotbomber immediately

Propulsive Pestilence

The pressurized necrotic gases within the rotbomber's pustules make them explode far more dramatically than most alchemists' bombs. The rotbomber's necrotic pustules deal splash damage to every creature within 15 feet of the target.


Disgusting and dangerous, rotbombers bound around on all four limbs, ripping off the pressurized and explosive necrotic pustules that grow out of their backs to lob them toward their enemies. When they explode, the pustules emit concussive blasts of force and deadly pestilence that can infect a victim. Though slow and overburdened by the intense weight of the pustules, rotbombers can move with a surprising speed when they need to hunt down their quarry.


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.

Mindless

A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.