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Hymmir Urath

Creature 5 (unique) — ghoul, undead, unholy

Pre-Remaster content. May include legacy alignment.

FlankerWeaverLANDSUBTERRANEANundeadunholy

Source: crown-of-the-kobold-king-bestiary (Pre-Remaster)

Perception +13; darkvision
Languages common, hallit, necril
Skills acrobatics +13, athletics +14, intimidation +11, stealth +11, survival +13
Str
+5
Dex
+4
Con
+2
Int
+0
Wis
+4
Cha
+2
AC 21 Fort +9 Ref +15 Will +13
HP 80 (void healing)
Immunities bleed, death-effects, disease, paralyzed, poison, unconscious
Speed 30 feet, burrow 5 feet

Offense

Melee Jaws (finesse, unarmed) +14, Damage 2d6+7 piercing plus Ghoul Ghoul Fever, Ghoul Paralysis
Melee Claw (agile, finesse, unarmed) +14, Damage 2d4+7 slashing plus Ghoul Paralysis

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) — It can regain Hit Points from any given corpse only once.
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.
Gnaw and Chew
Hungry Rage (concentrate, emotion, mental) —
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.
Swift Leap (move) — The ghoul jumps up to half its Speed. This movement doesn't trigger reactions.

WORKS WELL WITH

CrasherLAND / SUBTERRANEANParalysis on each hit leaves enemies helpless, guaranteeing the crasher's follow-up attacks land without retaliation.
AnvilLAND / SUBTERRANEANThe anvil holds the front line while Hymmir uses burrow and Swift Leap to bypass and paralyze key targets.
ShadeLAND / SUBTERRANEANBurrow and Swift Leap let Hymmir reach hidden targets which the shade then exploits for precision damage.

PUNISHES

✖ reaction reliance✖ low Fortitude✖ 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 Adventure: Crown of the Kobold King.

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