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Smiler

Creature 3 (unique) — ghoul, undead, unholy

Pre-Remaster content. May include legacy alignment.

ShadeFlankerLANDSUBTERRANEANundead

Ghasts-feral, foul-smelling, and constantly hungry-are the more powerful kin of ghouls. They are relentless in the pursuit of their prey. Few creatures are more ubiquitous to sinister locations such as lonely graveyards and ruined crypts than the flesh-eating undead known as ghouls.

Source: extinction-curse-bestiary (Pre-Remaster)

Perception +12; darkvision
Languages common, necril
Skills acrobatics +9, athletics +9, intimidation +9, stealth +9
Str
+3
Dex
+4
Con
+2
Int
+1
Wis
+2
Cha
+4
Items Composite Shortbow
AC 19 Fort +9 Ref +12 Will +8
HP 45 (void healing)
Immunities bleed, death-effects, disease, paralyzed, poison, unconscious
Speed 30 feet, burrow 5 feet

Offense

Melee Jaws (finesse, unarmed) +12, Damage 2d6+4 piercing plus Ghast Ghast Fever, Ghast Paralysis
Melee Claw (agile, finesse, unarmed) +12, Damage 2d4+4 slashing plus Ghast Paralysis
Ranged Shortbow (deadly-d10, propulsive, reload-0) +12, range increment 60 feet, Damage 1d6+4 piercing

Abilities

Stench (aura, olfactory) — 10 feet. A creature entering the aura or starting its turn in the aura must succeed at a DC 18 Fortitude save or become Sickened 1 (plus Slowed 1 as long as it's sickened on a critical failure).

While within the aura, the creature takes a -2 circumstance penalty to saves against disease and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute.

Effect: Ghast Stench
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) — He can regain Hit Points from any given corpse only once.
Ghast Fever (disease) — Saving Throw DC 18 Fortitude

Stage 1 carrier with no ill effect (1 day)

Stage 2 3d8 void damage and regains half as many Hit Points from all healing (1 day)

Stage 3 as stage 2 (1 day)

Stage 4 3d8 void damage and gains no benefit from healing (1 day)

Stage 5 as stage 4 (1 day)

Stage 6 dead, and rises as a Ghast the next midnight
Paralysis (incapacitation, occult) — Any living creature hit by Smiler's attack must succeed at a DC 18 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) — Smiler jumps up to half his Speed. This movement doesn't trigger reactions.

WORKS WELL WITH

AnvilLAND / SUBTERRANEANStench and Paralysis debuff enemy defenses, solving the Anvil's priority tension by making Athletics maneuvers more reliable.
SniperLAND / SUBTERRANEANParalyzed enemies are flat-footed, solving the Sniper's positioning tension by granting precision damage without a flanking partner.
WeaverLAND / SUBTERRANEANSwift Leap bypasses the front line to disrupt backline priority targets, solving the Weaver's priority tension by creating chaos the Weaver exploits.

PUNISHES

✖ clumping✖ low Fortitude✖ reaction reliance
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 #151: The Show Must Go On.

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