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Zombie ChuulCreature 7


UniqueNELargeAmphibiousMindlessUndeadZombie
Source Pathfinder #182: Graveclaw
Perception +0 (darkvision, tremorsense (imprecise) 30 feet)
Languages none
Skills Athletics +18, Stealth +11
Str +7, Dex +0, Con +6, Int -5, Wis +0, Cha -1

AC 22; Fort +18; Reflex +10; Will +13;
HP 200 (negative healing)
Speed 30 feet (swim 25 feet)
Immunities death effects, disease, mental, paralyzed, poison, unconscious
Weaknesses Positive 15, Slashing 15

Claw One Action +18 (+13, +8) to hit (reach 10) 2d12 + 12 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.

Tremorsense (Imprecise) 30 feet

Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.

Slow

The zombie chuul 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.

Constrict One Action

1d12+7 bludgeoning damage, DC 25 basic fortitude (Grabbed by claw only)


The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.

Mandibles One Action

Requirements A creature is Grabbed and Paralyzed by the zombie chuul's tentacles


Effect The creature takes 3d6 piercing damage.

Paralytic Venom (incapacitation, poison)

Saving Throw DC 25 fortitude


Maximum Duration 6 rounds

Stage 1 Paralyzed (1 round)

Tentacle Transfer One Action

Requirements The zombie chuul has a creature Grabbed


Effect The zombie chuul transfers the grabbed creature from its claws to its tentacles, or vice versa. The creature is exposed to the zombie chuul's paralytic venom when transferred into the tentacles and at the start of each of the zombie chuul's turns if it remains grabbed by the tentacles.

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.



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.

Amphibious

An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual -2 penalty for being underwater.

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.