Yulthruk
Creature 11 (unique) — ghoul, undead, unholy
Pre-Remaster content. May include legacy alignment.
Source: blood-lords-bestiary (Pre-Remaster)
Perception +21
Skills acrobatics +20, arcana +22, deception +18, society +20, stealth +21, thievery +19
Str
+5
Dex
+5
Con
+1
Int
+7
Wis
+3
Cha
+3
AC 30
Fort +21
Ref +23
Will +19
HP 195
Immunities bleed, death-effects, disease, paralyzed, poison, unconscious
Speed 30 feet, burrow 5 feet
Offense
Melee Jaws +23, Damage 3d8+10 piercing
Melee Claw +23, Damage 3d6+10 slashing
Abilities
Consume Arcana —
Stench (aura, olfactory) — 10 feet. A creature entering the aura or starting its turn in the aura must succeed at a DC 28 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.
Void Healing — Negative Healing
Consume Flesh (manipulate) — It can regain Hit Points from any given corpse only once.
Drain Wand — Frequency once per day
Requirements Yulthruk hasn't acted yet on his turn
Effect On his turn Yulthruk can Cast a Spell he's prepared and already cast this day without spending a spell slot. Yulthruk must still meet the spell's other requirements.
Ghast Fever (disease) — Saving Throw DC 28 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 a ghast's attack must succeed at a DC 28 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 — Yulthruk jumps up to half his Speed. This movement doesn't trigger reactions.
Spells
Chain Lightning (rank 6)
Vampiric Exsanguination (rank 6)
Black Tentacles (rank 5)
Cone of Cold (rank 5)
Shadow Siphon (rank 5)
Blink (rank 4)
Phantasmal Killer (rank 4)
Weapon Storm (rank 4)
Blindness (rank 3)
Paralyze (rank 3)
Vampiric Touch (rank 3)
Invisibility (rank 2)
See Invisibility (rank 2)
Spectral Hand (rank 2)
Electric Arc (rank 1)
Ghost Sound (rank 1)
Grim Tendrils (rank 1)
Magic Missile (rank 1)
Ray of Enfeeblement (rank 1)
Ray of Frost (rank 1)
Shield (rank 1)
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