Straugh
Creature 10 (uncommon) — ghoul, undead, unholy
Pre-Remaster content. May include legacy alignment.
AnvilCrasherLANDSUBTERRANEANundeadghoul
When skirmishes break out between tunneling ghouls and creatures that dwell beneath the surface of Golarion, there's a chance that ghoul fever could infect such animals, producing strange new variants of ghoul beasts. However, letting the natural corruption run its course sometimes results in unsatisfying monsters, so some necromancers speed the process. This is the situation that led to the creation of the first straugh. A priest of Kabriri made the monstrosity to defend a claimed cemetery from
Source: blood-lords-bestiary (Pre-Remaster)
Perception +17; darkvision, scent (imprecise) 30 feet
Skills acrobatics +17, athletics +22, intimidation +17, stealth +22, survival +22
Str
+8
Dex
+3
Con
+7
Int
-4
Wis
+3
Cha
+0
AC 29
Fort +22
Ref +16
Will +16
HP 220 (void healing)
Immunities bleed, death-effects, disease, paralyzed, poison, unconscious
Speed 30 feet, burrow 20 feet
Offense
Melee Beak (unarmed) +23, Damage 2d12+12 piercing plus Ghoul Ghoul Fever, Ghoul Paralysis
Melee Talon (agile, reach-10, unarmed) +23, Damage 2d8+12 piercing plus Improved Grab, 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.
Fetid Screech (olfactory) — Unaware that its vocal organs have withered and decayed, the straugh instinctively but ineffectively attempts to screech, instead releasing malodorous gas, half-digested corpse flesh, and small swarms of maggots from its open beak. The straugh releases a disgusting cloud of gas and decaying detritus in a 15-foot cone; any creature within the area must attempt a DC 28 Fortitude save. On a failure, the creature is Sickened 2. On a critical failure, the creature also takes a -5 foot status penalty to its Speeds for 1 round. Any creature that succeeds at the save is temporarily immune to Fetid Screech for 24 hours.
Ghoul Fever (disease) — Saving Throw DC 28 Fortitude
Stage 1 carrier with no ill effect (1 day)
Stage 2 4d8 void damage and regains half as many Hit Points from all healing (1 day)
Stage 3 as stage 2 (1 day)
Stage 4 4d8 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.
Stage 1 carrier with no ill effect (1 day)
Stage 2 4d8 void damage and regains half as many Hit Points from all healing (1 day)
Stage 3 as stage 2 (1 day)
Stage 4 4d8 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.
Paralysis (incapacitation, occult) — Any living, non-elf creature hit by a ghoul's attack must succeed at a DC 26 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.
Rock Tunneler — A straugh can burrow through solid stone at a Speed of 10 feet. It can leave a tunnel if it desires, and it usually does.
Tunneling Strike (earth) —
Improved Grab —
WORKS WELL WITH
SniperLAND / SUBTERRANEANParalysis immobilizes targets, giving Sniper stationary victims to crit-fish against from range.
WeaverLAND / SUBTERRANEANWeaver controls surface space while Anvil emerges from burrow to Grab isolated targets below.
ShadeLAND / SUBTERRANEANShade flanks from concealment while Anvil anchors the frontline with Improved Grab and reach.
PUNISHES
✖ standing still✖ melee clumping✖ low Fortitude
Burrow speed grants unique vertical surprise — a second burrowing Anvil is redundant.
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Straugh in the encounter builder — free, no install.
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