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YulthrukCreature 11


UniqueCEMediumGhoulUndead
Source Pathfinder #183: Field of Maidens
Perception +21 (darkvision)
Languages Common, Necril
Skills Acrobatics +20, Arcana +22, Deception +18, Society +20, Stealth +21, Thievery +19
Str +5, Dex +5, Con +1, Int +7, Wis +3, Cha +3

AC 30; Fort +21; Reflex +23; Will +19;
HP 195 (negative healing)
Speed 30 feet (burrow 5 feet)
Immunities death effects, disease, paralyzed, poison, unconscious

Jaws One Action +23 (+18, +13) to hit (finesse) 3d8+10 Piercing
Claw One Action +23 (+19, +15) to hit (agile, finesse) 3d6+10 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.

Consume Arcana Reaction

Trigger Yulthruk succeeds at a saving throw against an arcane spell cast by another creature


Effect Yulthruk inhales some of the averted energy and becomes Quickened until the start of his next turn. He can use this extra action to Cast a Spell or Sustain a Spell

Stench (aura, olfactory)

10 feet Aura


A creature entering the aura or starting its turn in the aura must succeed at a DC 28 fortitude save or become Sickened 1 (plus Slowed 1 as long as it's sickened on a critical failure).

While within the aura, the creature takes a -2 circumstance penalty to saves against disease and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute.

Effect: Stench

Consume Flesh One Action (manipulate)

Requirements The ghast is adjacent to the corpse of a creature that died within the last hour.


Effect The ghast devours a chunk of the corpse and regains 6d6 Hit Points.

It can regain Hit Points from any given corpse only once.

Drain Wand Free Action

Frequency once per day

Requirements Yulthruk hasn't acted yet on his turn


Effect On his turn Yulthruk can Cast a Spell he's prepared and already cast this day without spending a spell slot. Yulthruk must still meet the spell's other requirements.

Ghast Fever (disease)

Saving Throw DC 28 fortitude


Stage 1 carrier with no ill effect (1 day)

Stage 2 3d8 negative damage and regains half as many Hit Points from all healing (1 day)

Stage 3 as stage 2 (1 day)

Stage 4 3d8 negative damage and gains no benefit from healing (1 day)

Stage 5 as stage 4 (1 day)

Stage 6 dead, and rises as a Ghast the next midnight

Paralysis (incapacitation, necromancy, occult)

Any living creature hit by a ghast'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.

Swift Leap One Action

Yulthruk jumps up to half his Speed. This movement doesn't trigger reactions.


Arcane Prepared Spells (DC 33, +25 to hit)

Cantrips (6th Level): Electric Arc, Ghost Sound, Ray of Frost, Shield
1st Level: Grim Tendrils, Magic Missile, Ray of Enfeeblement
2nd Level: Invisibility, See Invisibility, Spectral Hand
3rd Level: Blindness, Paralyze, Vampiric Touch
4th Level: Blink, Phantasmal Killer, Weapon Storm
5th Level: Black Tentacles, Cone of Cold, Shadow Siphon
6th Level: Chain Lightning, Vampiric Exsanguination



Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.