Lacedon
Creature 2 — amphibious, ghoul, undead, unholy
Pre-Remaster content. May include legacy alignment.
Feared by mariners and coastal dwellers everywhere, the aquatic ghouls known as lacedons are said to be the spawn of an ancient crew of sailors who became lost at sea and were forced to resort to cannibalism to survive. Their appearance is the stuff of a diver's nightmare, supplementing the vicious traits of their land-bound kin with spines, fins, and wide mouths bristling with needle-sharp teeth like piscine predators of the nethermost ocean depths. Devious and cunning, ghouls can be found any
Source: book-of-the-dead-bestiary (Pre-Remaster)
Perception +7
Skills acrobatics +8, athletics +9, stealth +8, survival +7
Str
+3
Dex
+4
Con
+3
Int
+1
Wis
+1
Cha
+3
AC 18
Fort +7
Ref +10
Will +7
HP 32
Immunities bleed, death-effects, disease, paralyzed, poison, unconscious
Speed 25 feet, swim 30 feet
Offense
Melee Jaws +10, Damage 1d6+5 piercing
Melee Claw +10, Damage 1d4+5 slashing
Abilities
Corpse Scent (Imprecise) 1 mile — The lacedon can smell humanoid corpses in the water from up to 1 mile away.
Void Healing — Negative Healing
Aquatic Ambush — 45 feet
Aquatic Ambush
Consume Flesh (manipulate) —
Ghoul Fever (disease) — Saving Throw DC 16 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.
Paralyzing Spew (incapacitation, occult) — The lacedon discharges a spray of carrion vomit at a creature within 20 feet, dealing 1d6 poison damage with a DC 17 Fortitude. A non-elf creature that fails its save is also Paralyzed. It can attempt a new save to end the paralysis at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save. The lacedon can't use Paralyzing Spew again for 1d4 rounds.
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