Urglid
Creature 13 — demon, fiend, unholy
The hulking monstrosities known as urglids form from the souls of murderous undertakers, sadists who buried their victims alive, and intentionally neglectful grave keepers who gave up their watch over the dead. They seek to perpetuate their mortal sins as demons and use their fiendish powers to subject mortals to the terrors of vivisepulture. Other urglids find grave sites repulsive and will often destroy headstones and other grave markers. Without such markers, these graves are often lost and f
Source: pathfinder-monster-core-2
Perception +20
Skills athletics +27, crafting +24, deception +22, intimidation +27, religion +24, society +22, stealth +27
Str
+9
Dex
+4
Con
+8
Int
+4
Wis
+3
Cha
+4
AC 31
Fort +26
Ref +20
Will +20
HP 290
Weaknesses cold-iron 10, holy 10
Speed 30 feet, burrow 40 feet, climb 20 feet
Offense
Melee Claw +25, Damage 3d10+16 slashing
Melee Leg +25, Damage 3d12+21 bludgeoning
Abilities
Tremorsense (Imprecise) 60 feet — Tremorsense
Telepathy 100 feet (aura, magical, mental) — Telepathy
Consecration Vulnerability — Dedicated to the desecration of graves, an urglid takes 3d6+6 mental damage each round they're within the area of an effect with the consecration trait. In addition, the demon's weakness to holy increases to 30 for 1 round the first time they take damage from Holy Water each turn.
Constant Spells — Constant Spells
+1 Status to All Saves vs. Magic —
Earth Glide — The urglid can Burrow through any earthen matter, including rock. When they do so, the urglid moves at their full burrow Speed, leaving no tunnels or signs of its passing unless they choose to do so.
Gravechoke (concentrate, divine, earth, olfactory) — The urglid emits a putrid pulse that targets all living creatures within a 30-foot emanation. Creatures in this area that fail a DC 30 Fortitude save become Sickened 1 (Sickened 2 on a critical failure).
Ravenous Earthunholy (concentrate, earth) — With a single, devious thought, the urglid causes a mound of grave soil to well up at a creature's feet. That creature must succeed at a DC 30 Reflex save or become Restrained (). The restrained creature then begins sinking below the ground into a spontaneously formed grave. A creature restrained by this ability for 3 rounds is buried 6 feet deep in the ground and begins suffocating within 1 minute. A buried creature must be dug up to be freed (see Burial on page 96 of GM Core). A creature that is slain by Ravenous Earth rises as a Ghoul the next midnight.
Spells
Earthquake (rank 8)
Truesight (Constant) (rank 6)
Magic Passage (At Will) (rank 5)
Wall of Stone (rank 5)
Earthbind (At Will) (rank 3)
Demonic Pact (rank 1)
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