Glormungost

Level 6
Creature· undeadUniqueMediumRemaster
AC 24
HP 66 (coffin restoration, fast healing 7, void healing)
Speed 25 ft.
Fort +12
Ref +14
Will +10
Perc +10
Size Medium
Unique
Resistances bludgeoning 5, physical 5 (except silver)
Spells
Occult Innate Spells (DC 21, attack +13)
Languages alghollthu, azlanti, necril, sakvroth, thalassic
Senses darkvision
Speeds 25 ft., climb 25 ft.
Skills athletics +14, deception +14, acrobatics +12, crafting +12, nature +12, stealth +12
Recall Knowledge religion DC 32

Attacks

Melee Claw +14/+10/+6(agile, unarmed)
Damage: 2d6+6 slashing
Effect: grab
Melee Sickle +15/+11/+7(agile, finesse, magical, trip)
Damage: 2d4+6 slashing
Ranged Blood Bomb +14/+9/+4 (range 20 ft.)(splash)
Damage: 2d6 persistent bleed + 2 splash slashing

Abilities

Blood Bombsinteraction

Glormungost carries 6 glass vials filled with alchemically treated blood that deal persistent bleed damage, and 2 splash slashing damage. Glormungost replenishes these bombs each day using blood drawn from prisoners.

Constant Spellsinteraction

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

+2 Status to All Saves vs. Auditory and Visualdefensive
Fast Healing 7defensive

A monster with this ability regains the given number of Hit Points each round at the beginning of its turn.

Coffin Restorationdefensive(divine, void)

Unlike other undead, a vampire isn't destroyed at 0 HP. Instead, it falls Unconscious. If its body rests in its coffin for 1 hour, the vampire gains 1 HP, after which its fast healing begins to function normally.

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.

Assume Formoffensive(concentrate, occult, polymorph)

The ugothol spends 10 minutes reshaping its appearance to take on the shape of any Small or Medium humanoid. It gains a +4 circumstance bonus to Deception checks to pass as that creature.

Compressionoffensive

When the ugothol successfully Squeezes, it moves through the tight space at full speed. Narrow confines are not difficult terrain for an ugothol.

Drink Bloodoffensive(divine)

Requirements A Grabbed, Paralyzed, Restrained, Unconscious, or willing creature is within the vampire's reach.

The vampire uses its tongue to drink the creature's blood. This requires an athletics check against the victim's Fortitude DC if the victim is grabbed and is automatic for any of the other conditions. The victim is Drained 2 and the vampire regains 6 healing HP, gaining any excess HP as temporary Hit Points. Drinking Blood from a creature that's already drained doesn't restore any HP to the vampire but increases the victim's drained value by 1, killing the victim when it reaches drained 5. A vampire can also consume blood that's been emptied into a vessel for sustenance, but it gains no HP from doing so. A victim's drained condition decreases by 1 per week. A blood transfusion, which requires a DC 20 medicine check and sufficient blood or a blood donor, reduces the drain by 1 after 10 minutes.

Quick Bombardieroffensive

Glormungost draws a blood bomb with an Interact action and throws it as a ranged Strike.

Revert Formoffensive

Requirements The ugothol is in an assumed form

The ugothol resumes its true form. Until the start of its next turn, it gains a +2 status bonus to attack rolls, damage rolls, saving throws, and skill checks. Effect: Revert Form

Sneak Attackoffensive

Glormungost deals 1d6 extra precision damage to Off-Guard creatures.

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.

Description

Among the subtler of the alghollthu creations were the ugothols—also known as faceless stalkers. These twisted beings used shapeshifting to infiltrate settlements and assassinate key targets. They sowed discord and replaced leaders, causing unwanted organizations to implode and bothersome people to lose face and eventually disappear.


In bygone millennia, aquatic monsters known as alghollthus used their occult powers to conquer and rule vast swaths of the world. Alghollthus shaped their servitors and other creatures using mental manipulation and physically transformative magic. The rulers of the alghollthus, the so-called "veiled masters," further shaped entire societies by assuming the forms of those they controlled.

In time, the alghollthus grew frustrated with upstart surface societies and meddling gods. They used incredible magical power to call forth a cataclysm, hoping to destroy the rebellious societies they'd manipulated. Yet they miscalculated the will to survive of those they treated as their pawns, and in time the world recovered, this time free of alghollthu influence.

Today, the alghollthus have mostly remained within the deep aquatic realms where they still rule without question. Yet they have not abandoned their plots entirely, and the reemergence of servitors like faceless stalkers suggests that the alghollthus have turned their hateful eyes to the surface once again.