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Necrohusk

Creature 5 (rare) — undead, unholy

Pre-Remaster content. May include legacy alignment.

CrasherFlankerLANDVERTICALundeadunholy

Necrohusks are skittering, undead monstrosities, created when a humanoid is purposefully twisted into a new creature through necromantic experimentation. Unlike fleshwarps and recipients of successful necrografts, prospective necrohusks never survive the procedure. After reanimation, they're cunning, animalistic creatures that follow their creator's orders without question. Creating a necrohusk is an incredibly difficult endeavor, fraught with error. Most attempts result in lumps of useless, ro

Source: quest-for-the-frozen-flame-bestiary (Pre-Remaster)

Perception +14; darkvision, lifesense (imprecise) 30 feet
Languages common, hallit, necril; can't speak
Skills acrobatics +13, athletics +12, stealth +13
Str
+5
Dex
+4
Con
+1
Int
-3
Wis
+3
Cha
-1
AC 22 Fort +10 Ref +15 Will +12
HP 75 (void healing)
Immunities bleed, death-effects, disease, paralyzed, poison, prone, unconscious
Speed 30 feet, climb 30 feet

Offense

Melee Jaws (unarmed) +15, Damage 2d6+5 piercing plus 1d6 poison
Melee Leg (agile) +15, Damage 2d4+5 piercing
Ranged Ichor Spit +14, range increment 30 feet, Damage 3d8 poison plus Vile Innards

Abilities

Lifesense (Imprecise) 30 feet — Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the vitality energy animating living creatures and the void energy animating undead creatures, much as sight distinguishes colors.
Skitter
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.
Frenzied Assault — The necrohusk makes three leg Strikes. If more than one Strike hits the same target, combine the damage of the Strikes that hit the creature and apply the creature's resistances and weaknesses only once.
Impaling Lunge — The necrohusk Strides twice. If the necrohusk ends its movement within melee range of an enemy, it makes a leg Strike against that enemy. On a hit, the Strike deals an additional 1d6 bleed.
Vile Innards — The necrohusk spews some of its rotting insides when it makes an ichor spit Strike. On a critical hit, the target is Sickened 2.

WORKS WELL WITH

AnvilLAND / VERTICALA durable frontline occupies the main threat axis while this fast striker uses its lunge to bypass the line and reach vulnerable backline targets.
SnareLAND / VERTICALA controller that immobilizes a target turns this frenzied undead's multi-attack frenzy into near-guaranteed follow-up damage.

PUNISHES

✖ isolated targets✖ low Fortitude saves✖ static positioning
Avoid stacking with another fast skirmisher; too many independent hit-and-run threats spread priority thin instead of focusing it.
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 #176: Lost Mammoth Valley.

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