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Lacedon

Creature 2 — amphibious, ghoul, undead, unholy

Pre-Remaster content. May include legacy alignment.

FlankerSnareLANDAQUATICundeadghoulunholy

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; darkvision; corpse scent (imprecise)
Languages common, necril, thalassic
Skills acrobatics +8, athletics +9 (+11 to Swim), 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 (void healing)
Immunities bleed, death-effects, disease, paralyzed, poison, unconscious
Speed 25 feet, swim 30 feet

Offense

Melee Jaws (finesse, unarmed) +10, Damage 1d6+5 piercing plus Ghoul Ghoul Fever
Melee Claw (agile, finesse, unarmed) +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 — 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.
Aquatic Ambush — 45 feet

Requirements The monster is hiding in water and a creature that hasn't detected it is within the listed number of feet.

Effect The monster moves up to its swim Speed + 10 feet toward the triggering creature, traveling on water and on land. Once the creature is in reach, the monster makes a Strike against it. The creature is Off-Guard against this Strike.
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.

WORKS WELL WITH

AnvilLAND / AQUATICAn anvil that can also operate in water holds enemies in place for aquatic ambush opportunities.
CrasherLAND / AQUATICA crasher's disruption pairs with paralysis to lock enemies out of effective actions.
WeaverLAND / AQUATICA weaver's forced movement can drive enemies into water where aquatic ambush triggers.

PUNISHES

✖ low Fortitude✖ standing near water
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 Book of the Dead.

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