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Barnacle Ghoul

Creature 9 (uncommon) — ghoul, undead, unholy

Pre-Remaster content. May include legacy alignment.

WeaverFlankerLANDAQUATICVERTICALundead

Source: agents-of-edgewatch-bestiary (Pre-Remaster)

Perception +17; darkvision
Languages common, necril, thalassic
Skills acrobatics +19, athletics +19 (+21 to Grapple)
Str
+6
Dex
+6
Con
+3
Int
+1
Wis
+4
Cha
+4
AC 28 Fort +16 Ref +21 Will +17
HP 155 (void healing)
Immunities bleed, death-effects, disease, paralyzed, poison, unconscious
Speed 25 feet, climb 10 feet, swim 40 feet

Offense

Melee Jaws (finesse, unarmed) +21, Damage 2d10+10 piercing plus Fill Lungs, Paralysis
Melee Claw (agile, finesse, unarmed) +21, Damage 2d6+10 slashing plus Grab, Paralysis
Ranged [Two Actions] Water Jet +21, range increment 10 feet, Damage 2d6+10 acid plus Fill Lungs

Abilities

Tear Flesh
Void Healing — A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.
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

WORKS WELL WITH

AnvilLAND / AQUATICAn anvil pins enemies in engagement range while the ghoul's paralysis chains shut down priority targets across multiple turns.
SniperLANDA sniper capitalizes on paralyzed or sickened targets while the ghoul's nimble swim bypasses reactive strikes to reach the back line.
CrasherAQUATICAnother aquatic threat splits the party's defensive focus, making the ghoul's paralysis more likely to land on a distracted target.

PUNISHES

✖ AoO reliance✖ low Fortitude
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder #159: All or Nothing.

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