Barnacle Ghoul

Level 9
Creature· evilUncommonMediumLegacy
AC 28
HP 155 (void healing)
Speed 25 ft.
Fort +16
Ref +21
Will +17
Perc +17
Size Medium
Uncommon
Immunities bleed, death effects, disease, paralyzed, poison, unconscious
Languages common, necril, thalassic
Senses darkvision
Speeds 25 ft., climb 10 ft., swim 40 ft.
Skills acrobatics +19, athletics +19
Recall Knowledge religion DC 28

Attacks

Melee Jaws +21/+16/+11(finesse, unarmed)
Damage: 2d10+10 piercing
Effect: fill lungs, paralysis
Melee Claw +21/+17/+13(agile, finesse, unarmed)
Damage: 2d6+10 slashing
Effect: grab, paralysis
Ranged [Two Actions] Water Jet +21/+16/+11 (range 10 ft.)
Damage: 2d6+10 acid
Effect: fill lungs

Abilities

Tear Fleshdefensive

Trigger A creature grabbed by the barnacle ghoul critically fails a skill check to Escape Effect The barnacle ghoul makes a claw Strike against the triggering creature.

Void Healingdefensive

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 Fleshoffensive(manipulate)

Requirements The barnacle ghoul is adjacent to the corpse of a creature that died within the last hour.

The barnacle ghoul devours a chunk of the corpse and regains 5d6 healing Hit Points. It can regain Hit Points from any given corpse only once.

Fill Lungsoffensive(curse)

Saving Throw DC 26 fortitude Stage 1 Sickened 1 (1 round) Stage 2 Sickened 2 (1 round) Stage 3 Sickened 3 (1 round) Stage 4 drowning and cannot reduce below stage 4 until the water is purged; purging the water requires a successful DC 26 medicine check to Administer First Aid (which stops the creature from drowning and returns the creature to stage 3; stage 2 on a critical success) or a magical effect that removes curses or the sickened condition (which stops the creature from drowning and ends the curse). If the creature dies from drowning, it rises as a barnacle ghoul the next midnight.

Nimble Swimoffensive(move)

The barnacle ghoul Swims up to 20 feet. This movement doesn't trigger reactions.

Paralysisoffensive(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.

Graboffensive

Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained Effect If used after a Strike, the monster attempts to Grapple the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty. The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.