Gurgist Mauler
Creature 6 (rare) — human, humanoid, mortic
Pre-Remaster content. May include legacy alignment.
Humans that become mortics are known as gurgists. They retain their personalities and intelligence, but their bodies rot with every beat of their heart. Gurgists ceaselessly crave raw meat; consuming large quantities can slow, or even reverse, their body's putrefaction for a short time. A gurgist that refuses to consume raw meat rots to death. Unlike other mortics, gurgists are capable of sating their hunger without resorting to depravity, making them more likely to be nonevil compared to other
Source: pathfinder-bestiary-3 (Pre-Remaster)
Perception +14
Skills arcana +13, athletics +17, crafting +15, deception +14, medicine +12, performance +12
Str
+5
Dex
+2
Con
+4
Int
+3
Wis
+4
Cha
+2
AC 23
Fort +14
Ref +12
Will +16
HP 120
Weaknesses slashing 5
Speed 25 feet
Offense
Melee Maul +18, Damage 1d12+8 bludgeoning
Melee Fist +17, Damage 1d8+8 bludgeoning
Ranged Composite Shortbow +14, Damage 1d6+5 piercing
Abilities
Nourishing Feast — The gurgist spends 1 hour consuming 1 Bulk of raw meat to reverse their body's putrescence. For 1 hour, the gurgist appears to be a pale, bloated human. They have an automatic result of 32 on Deception checks and DCs to pass as a non-mortic human.
While under the effects of Nourishing Feast, Rotting Flesh ceases to function.
Consecration Vulnerability — A gurgist in a place of worship dedicated to a non-evil deity or on sacred ground, such as an area blessed by Anointed Ground, is Slowed 1.
Rotting Flesh — Any creature that hits the gurgist with an unarmed attack, tries to Grapple them, or otherwise touches the gurgist is covered with rotten flesh and putrid fluids.
The creature must succeed at a DC 22 Fortitude save or become Sickened 1 (Sickened 2 on a critical failure).
Void Healing — Negative Healing
Calculated Blow — The gurgist makes a melee Strike, aiming for their target's weak points and taking their time to line up a precise blow. If this Strike hits, the gurgist deals an additional 1d8 precision damage, and the target must succeed at a DC 23 Fortitude save or become Clumsy 2 for 1 minute.
Death Gasp (divine) — The gurgist draws in a deep breath and holds it, temporarily suspending their biological processes and becoming undead.
The gurgist gains the undead trait and becomes immune to bleed, death effects, disease, Paralyzed, poison, and sleep. Any such effects the gurgist is currently suffering from are suspended, but take effect again once they take a breath.
Death Gasp lasts as long as the gurgist holds their breath (up to 9 rounds).
Tackle — The gurgist Strides twice and then attempts to Grapple a creature. On a success, the target is also knocked Prone.
Knockdown — Knockdown
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