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Falrok

Creature 14 (unique) — ghoul, undead, unholy

Pre-Remaster content. May include legacy alignment.

FlankerShadeLANDSUBTERRANEANundeadghoul

Source: age-of-ashes-bestiary (Pre-Remaster)

Perception +28; darkvision
Languages draconic, dwarven, necril, sakvroth
Skills acrobatics +29, crafting +24, deception +27, diplomacy +27, Saggorak Lore +24, society +24, stealth +29
Str
+4
Dex
+8
Con
+5
Int
+3
Wis
+2
Cha
+6
AC 37 Fort +26 Ref +29 Will +23 lazurite-infused flesh
HP 250
Immunities bleed, death-effects, disease, paralyzed, poison, unconscious
Resistances vitality 15
Speed 30 feet, burrow 20 feet

Offense

Melee Jaws (finesse, unarmed) +30, Damage 3d8+12 piercing plus Ghast Ghast Fever, Ghast Paralysis
Melee Claw (agile, finesse, unarmed) +30, Damage 3d6+12 slashing plus Ghast Paralysis

Abilities

Lazurite-Infused Flesh — Falrok's flesh is infused with lazurite, and he gains the benefits undead creatures gain from this mineral at all times. When in an area infused with lazurite, such as the Sanctum of the Starved, these benefits increase to a +3 circumstance bonus to saving throws against vitality effects. This infusion also grants Falrok his resistance to vitality damage.
Opportune Backstab
Stench (aura, olfactory) — 10 feet. A creature entering the aura or starting its turn in the aura must succeed at a DC 34 Fortitude save or become Sickened 1 (plus Slowed 1 as long as it's sickened on a critical failure).

While within the aura, the creature takes a -2 circumstance penalty to saves against disease and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute.
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) — He can regain Hit Points from any given corpse only once.
Ghast Fever (disease, virulent) — Saving Throw DC 34 Fortitude

Stage 1 carrier with no ill effect (1 day)

Stage 2 3d8 void damage and regains half as many Hit Points from all healing (1 day)

Stage 3 as stage 2 (1 day)

Stage 4 3d8 void damage and gains no benefit from healing (1 day)

Stage 5 as stage 4 (1 day)

Stage 6 dead, and rises as a Ghast the next midnight
Paralysis (incapacitation, occult) — Any living creature hit by a ghast's attack must succeed at a DC 34 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.
Scoundrel — When Falrok successfully Feints, the target is Off-Guard against melee attacks he attempts against it until the end of his next turn. On a critical success, the target is off-guard against all melee attacks until the end of their next turn, not just Falrok's.
Sneak Attack — Falrok deal 4d6 extra precision damage to Off-Guard creatures.
Swift Leap (move) — Falrok jumps up to half his Speed. This movement doesn't trigger reactions.

WORKS WELL WITH

AnvilLAND / SUBTERRANEANAn Anvil keeps enemies within the Stench aura and creates flanking opportunities for Opportune Backstab.
WeaverLAND / SUBTERRANEANA Weaver controls enemy positioning to keep multiple targets within the Stench aura while Falrok feints and flanks.
MenderLAND / SUBTERRANEANA Mender sustains Falrok through Void Healing while he maintains pressure with Paralysis and disease.

PUNISHES

✖ clumping✖ low Fort✖ standing still
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 #148: Fires of the Haunted City.

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