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Yulthruk

Creature 11 (unique) — ghoul, undead, unholy

Pre-Remaster content. May include legacy alignment.

ShadeWeaverLANDSUBTERRANEANghoulundead

Source: blood-lords-bestiary (Pre-Remaster)

Perception +21; darkvision
Languages common, necril
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
Items Wand of Manifold Missiles (3rd-Rank Spell)
AC 30 Fort +21 Ref +23 Will +19
HP 195 (void healing)
Immunities bleed, death-effects, disease, paralyzed, poison, unconscious
Speed 30 feet, burrow 5 feet

Offense

Melee Jaws (finesse, unarmed) +23, Damage 3d8+10 piercing plus Ghast Ghast Fever, Ghast Paralysis
Melee Claw (agile, finesse, unarmed) +23, Damage 3d6+10 slashing plus Ghast Paralysis

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 — 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.
Drain WandFrequency 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.
Arcane Prepared Spells DC 33, attack +25
6th Chain Lightning, Vampiric Exsanguination
5th Black Tentacles, Cone of Cold, Shadow Siphon
4th Blink, Phantasmal Killer, Weapon Storm
3rd Blindness, Paralyze, Vampiric Touch
2nd Invisibility, See Invisibility, Spectral Hand
1st Grim Tendrils, Magic Missile, Ray of Enfeeblement
Cantrips (6th) Electric Arc, Ghost Sound, Ray of Frost, Shield

WORKS WELL WITH

AnvilLAND / SUBTERRANEANAnvil pins enemies inside the stench aura so the sickened and slowed conditions compound with arcane debuffs.
CrasherLAND / SUBTERRANEANParalysis and stench leave enemies debilitated, letting the Crasher deliver decisive damage with impunity.
SniperLAND / SUBTERRANEANMelee pressure and spell control occupy enemies while the Sniper picks off softened targets from range.

PUNISHES

✖ melee reliance✖ low Will✖ clumping
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 #183: Field of Maidens.

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