Barnacle Ghoul
Creature 9 (uncommon) — ghoul, undead, unholy
Pre-Remaster content. May include legacy alignment.
Source: agents-of-edgewatch-bestiary (Pre-Remaster)
Perception +17
Skills acrobatics +19, athletics +19
Str
+6
Dex
+6
Con
+3
Int
+1
Wis
+4
Cha
+4
AC 28
Fort +16
Ref +21
Will +17
HP 155
Immunities bleed, death-effects, disease, paralyzed, poison, unconscious
Speed 25 feet, climb 10 feet, swim 40 feet
Offense
Melee Jaws +21, Damage 2d10+10 piercing
Melee Claw +21, Damage 2d6+10 slashing
Ranged [Two Actions] Water Jet +21, Damage 2d6+10 acid
Abilities
Tear Flesh —
Void Healing — Negative Healing
Consume Flesh (manipulate) — It can regain Hit Points from any given corpse only once.
Fill Lungs (curse) — Saving Throw DC 26 Fortitude
Stage 1 Sickened 1 (1 round)
Stage 2 Sickened 2 (1 round)
Stage 3 Sickened 3 (1 round)
Stage 4 drowning and cannot reduce below stage 4 until the water is purged; purging the water requires a successful DC 26 Medicine check to Administer First Aid (which stops the creature from drowning and returns the creature to stage 3; stage 2 on a critical success) or a magical effect that removes curses or the sickened condition (which stops the creature from drowning and ends the curse).
If the creature dies from drowning, it rises as a barnacle ghoul the next midnight.
Nimble Swim (move) — The barnacle ghoul Swims up to 20 feet. This movement doesn't trigger reactions.
Paralysis (incapacitation, occult) — Any living, non-elf creature hit by a ghoul's attack must succeed at a DC 26 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.
Grab — Grab
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