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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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