Ghoul Gnawer
Creature 11 (uncommon) — ghoul, undead, unholy
Pre-Remaster content. May include legacy alignment.
WeaverFlankerLANDghoulundeadunholy
Source: blood-lords-bestiary (Pre-Remaster)
Perception +18; darkvision
Languages chthonian, common, draconic, kelish, necril
Skills arcana +21, crafting +21, deception +23, diplomacy +23, intimidation +23, Kabriri Lore +21, occultism +21, Secret Eater Lore +21, stealth +19
Str
+1
Dex
+3
Con
+1
Int
+5
Wis
+3
Cha
+7
Items Staff of Necromancy, Hooded Robe
AC 28
Fort +18
Ref +21
Will +24
HP 190 (void healing)
Immunities bleed, death-effects, disease, paralyzed, poison, unconscious
Speed 30 feet
Offense
Melee Jaws (finesse, unarmed) +19, Damage 2d10+12 piercing plus Ghoul Ghoul Fever, Ghoul Paralysis
Melee Claw (agile, finesse, unarmed) +19, Damage 2d8+10 slashing plus Ghoul Paralysis
Melee Staff (two-hand-d8) +19, Damage 2d8+10 bludgeoning
Abilities
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) —
Drain Corpse (occult) — Frequency once per day
Trigger The ghoul gnawer uses Consume Flesh
Effect In addition to gaining Hit Points, using Consume Flesh refreshes one spell slot the cultist has already expended.
Trigger The ghoul gnawer uses Consume Flesh
Effect In addition to gaining Hit Points, using Consume Flesh refreshes one spell slot the cultist has already expended.
Ghoul Fever (disease) — Saving Throw DC 29 Fortitude
Stage 1 carrier with no effect (1 day)
Stage 2 3d6 void damage and regains half as many hit Points from all healing (1 day)
Stage 3 as stage 2 (1 day)
Stage 4 3d6 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 effect (1 day)
Stage 2 3d6 void damage and regains half as many hit Points from all healing (1 day)
Stage 3 as stage 2 (1 day)
Stage 4 3d6 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 gnawer's attack must succeed at a DC 27 Fortitude save or become Paralyzed. The creature can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save.
Swift Leap (move) — The ghoul jumps up to half its Speed. This movement doesn't trigger reactions.
Occult Spontaneous Spells DC 34, attack +26
6th Dominate, Scrying, Spirit Blast, Vampiric Exsanguination
5th Abyssal Plague, Invoke Spirits, Rip the Spirit, Wall of Flesh
4th Chroma Leach, Clairvoyance, Dimension Door, Talking Corpse
Cantrips (6th) Chill Touch, Detect Magic, Haunting Hymn, Shield, Sigil
WORKS WELL WITH
AnvilLANDAnvil bodies block retaliation against paralyzed foes while occult spells dismantle the backline uncontested.
CrasherLANDCrasher softens Fortitude saves through persistent pressure so paralysis lands on tougher targets.
SnareLANDSnare immobilizes stragglers that Swift Leap can then flank for paralysis-triggering strikes.
PUNISHES
✖ low Fort✖ low Will✖ melee reliance
stacking paralysis-based control duplicates the same shutdown vector and wastes action economy on overlapping Fortitude-targeting debuffs
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Ghoul Gnawer in the encounter builder — free, no install.
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