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Ghoul Razorclaw

Creature 13 (uncommon) — ghoul, undead, unholy

Pre-Remaster content. May include legacy alignment.

FlankerSniperLANDVERTICALundeadghoulunholydisease

Ghoul assassins who survive dipping their claws in molten adamantine transform into razorclaws.

Source: blood-lords-bestiary (Pre-Remaster)

Perception +25; darkvision
Languages chthonian, common, draconic, kelish, necril, sakvroth
Skills acrobatics +27, athletics +24, deception +24, diplomacy +24, intimidation +24, medicine +24, society +24, stealth +27, thievery +27, Underworld Lore +24
Str
+6
Dex
+7
Con
+2
Int
+5
Wis
+4
Cha
+5
Items Composite Shortbow, Leather Armor, Thieves' Tools (Infiltrator), Shadow Essence (3)
AC 34 Fort +20 Ref +26 Will +23
HP 230 (void healing)
Immunities bleed, death-effects, disease, paralyzed, poison, unconscious
Speed 40 feet, climb 30 feet

Offense

Melee Jaws (finesse, unarmed) +27, Damage 3d8+12 piercing plus Ghoul Ghoul Fever, Ghoul Paralysis
Melee Claw (agile, finesse, unarmed) +27, Damage 3d6+12 slashing plus Adamantine Edges
Ranged Composite Shortbow (deadly-d10, magical, propulsive, reload-0) +27, range increment 60 feet, Damage 2d6+10 piercing

Abilities

Deny Advantage — The razorclaw isn't Off-Guard to creatures of 13th level or lower that are Hidden, Undetected, flanking, or using Surprise Attack.
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.
Adamantine Edges — The ghoul's claws have been dipped in adamantine. The razorclaw treats any object they hit with a claw Strike as if it had half as much Hardness and any creature they hit as if they had half as much physical resistance.
Consume Flesh (manipulate) — It can regain Hit Points from any given corpse only once.
Ghoul Fever (disease) — Saving Throw DC 31 Fortitude

Stage 1 carrier with no ill effect (1 day)

Stage 2 4d6 void damage and regains half as many Hit Points from all healing (1 day)

Stage 3 as stage 2 (1 day)

Stage 4 4d6 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 31 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.
Sneak Attack — The ghoul razorclaw deals an extra 3d6 precision damage to Off-Guard creatures.
Surprise Attacker — On the first round of combat, creatures that haven't acted yet are Off-Guard to the ghoul razorclaw.
Swift Leap (move) — The ghoul razorclaw jumps up to half its Speed. This movement doesn't trigger reactions.

WORKS WELL WITH

AnvilLAND / VERTICALA durable frontliner holds the party's attention so this ambush predator can slip in for Sneak Attack damage.
SnareLANDA controller that locks a target in place lets Paralysis and Sneak Attack land reliably before it can recover.
ShadeLAND / VERTICALBoth share a first-round ambush tempo, compounding the advantage before foes act.

PUNISHES

✖ low Fortitude✖ melee reliance✖ isolated allies
Avoid stacking with another surprise-reliant skirmisher; the first-round ambush advantage is spent the moment combat starts.
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 #184: The Ghouls Hunger.

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