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Virulak VillagerCreature 3


UncommonNEMediumUndead
Source Pathfinder #182: Graveclaw
Perception +8 (darkvision)
Languages Common, Necril
Skills Athletics +9, Crafting +7, Intimidation +8, Stealth +10
Str +4, Dex +3, Con +1, Int +0, Wis +1, Cha +1

AC 19; Fort +10; Reflex +10; Will +8;
HP 45 (negative healing)
Speed 25 feet
Immunities death effects, disease, paralyzed, poison, unconscious

Claw One Action +12 (+8, +4) to hit (agile) 1d8 + 4 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.

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.

Mob Mentality

As long as the virulak villager and their allies aren't outnumbered by enemies, the virulak villager is immune to fear.

Lingering Ichor Reaction (poison)

Trigger The virulak takes piercing or slashing damage from a melee Strike


Effect The virulak squirts a jet of poisonous ichor from the wound. The creature making the triggering Strike takes 3 Persistent poison Damage.

Undead Virulence (poison, virulent)

Saving Throw DC 19 fortitude


Maximum Duration 4 rounds

Stage 1 1d10 poison damage (1 round)

Stage 2 1d12 poison damage (1 round)

Stage 3 2d10 poison damage (1 round)

Grab One Action

Requirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.


Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.


A village of commoners raised to undeath by a mass poisoning might continue to go about the settled routines of life, posing an eerie scene for living creatures who enter their village. Virulak villagers prefer to attack with an advantage of numbers, but even a lone villager can pose a problem for unaware or inexperienced travelers.


When a creature dies from poison, it sometimes rises as a virulak: an undead being infused with lethal venom. Most virulaks are solitary creatures with memories of an excruciating death. Occasionally, a mass poisoning produces numerous simultaneous fatalities, increasing the chance of many virulaks arising at once and working together in a dangerous mob. Entire villages might rise as virulaks when forced to subsist on food so spoiled it has become toxic or from an intentional scheme to poison the settlement.

Virulaks retain the intelligence and memory they had in life, but their agonizing death by poison transforms them into bitter mockeries of their former selves. Poison seeps from their fingertips and solidifies into hard claws. Virulaks are known for a cynical and ironic sense of humor. They delight in poisoning the good spirits and reputations of those around them, dealing psychological blows that mirror the venom in their bodies.


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.