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Esobok Ghoul

Creature 5 (rare) — ghoul, undead, unholy

Pre-Remaster content. May include legacy alignment.

Source: malevolence-bestiary (Pre-Remaster)

Perception +14
Skills acrobatics +13, athletics +12, intimidation +11, religion +6, stealth +13, survival +12
Str
+3
Dex
+4
Con
+4
Int
-3
Wis
+3
Cha
+2
AC 21 Fort +15 Ref +13 Will +10
HP 90
Immunities bleed, death-effects, disease, paralyzed, poison, unconscious
Speed 30 feet

Offense

Melee Jaws +14, Damage 1d10+7 piercing
Melee Claw +14, Damage 1d6+7 slashing

Abilities

Lifesense 60 feet — Lifesense
Void Healing — Negative Healing
Consume Flesh (manipulate) — It can regain Hit Points from any given corpse only once.
Corrupted Touch — An esobok ghoul's Strikes deal 1d6 void damage to living creatures. A creature critically hit by an esobok ghoul's Strike must attempt a DC 18 Fortitude save or become Drained 1 (Drained 2 on a critical failure) as rot spreads throughout their flesh.
Ghoul Fever (disease) — Saving Throw DC 22 Fortitude Stage 1 carrier with no ill effect (1 day) Stage 2 2d6 void damage and regains half as many Hit Points from all healing (1 day) Stage 3 as stage 2 (1 day) Stage 4 2d6 void damage and gains no benefit from healing (1 day) Stage 5 as stage 4 (1 day) Stage 6 dead, and rises as a ghoul the next midnight.
Paralysis (incapacitation, occult) — Any living, non-elf creature hit by a ghoul's attack must succeed at a DC 22 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.
Pounce — The esobok ghoul Strides and then makes a claw Strike. If it began this action hidden, it remains hidden until after the Strike.

Spells

Invisibility (Self Only) (rank 2)

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