Esobok Ghoul
Creature 5 (rare) — ghoul, undead, unholy
Pre-Remaster content. May include legacy alignment.
ShadeFlankerLANDundeadghoul
Source: malevolence-bestiary (Pre-Remaster)
Perception +14; darkvision, lifesense 60 feet, scent (imprecise) 60 feet
Languages chthonian, diabolic, empyrean, requian
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 (magical, unarmed) +14, Damage 1d10+7 piercing plus Corrupted Touch, Ghoul Fever, Paralysis
Melee Claw (agile, magical, unarmed) +14, Damage 1d6+7 slashing plus Corrupted Touch, Paralysis
Abilities
Lifesense 60 feet — Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the vitality energy animating living creatures and the void energy animating undead creatures, much as sight distinguishes colors.
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.
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.
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.
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.
Divine Innate Spells DC 22, attack +12
2nd Invisibility (Self Only) (×3)
WORKS WELL WITH
AnvilLANDAnvil draws enemy attention while the shade approaches from stealth for paralyzing strikes.
CrasherLANDCrasher delivers burst damage on paralyzed targets before they recover and act.
WeaverLANDWeaver control effects set up additional Pounce opportunities for the shade's ambush tactics.
PUNISHES
✖ low Fortitude✖ melee reliance
Works well with · Punishes · Pairing advice
Unlock with Tactics
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