Urglid

Level 13
Creature· demonLargeRemaster
AC 31
HP 290
Speed 30 ft.
Fort +26
Ref +20
Will +20
Perc +20
Size Large
Common
Weaknesses cold iron 10, holy 10
Spells
Divine Innate Spells (DC 30, attack +22)
Languages chthonian, common, draconic, empyrean, necril
Senses darkvision, tremorsense 60 ft. (imprecise), truesight 60 ft.
Speeds 30 ft., burrow 40 ft., climb 20 ft.
Skills athletics +27, intimidation +27, stealth +27, crafting +24, religion +24, deception +22, society +22
Recall Knowledge religion DC 31

Attacks

Melee Claw +25/+21/+17(agile, deadly-2d10, magical, reach 10 ft., unarmed, unholy)
Damage: 3d10+16 slashing
Melee Leg +25/+21/+17(agile, magical, reach 15 ft., unholy)
Damage: 3d12+21 bludgeoning

Abilities

Tremorsense (Imprecise) 60 feetinteraction

Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.

Telepathy 100 feetinteraction(aura, magical, mental)

A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.

Consecration Vulnerabilityinteraction

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. Effect: Consecration Vulnerability

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.

+1 Status to All Saves vs. Magicdefensive
Earth Glideoffensive

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◆◆offensive(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 Earthunholyoffensive(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 (Escape). 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.

Description

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 forgotten, a detail that pleases an urglid. Standing over 12 feet tall and weighing over 3,000 pounds, the demon has a head that seems sunken into their torso, and a gaping, toothy mouth that opens at the top of their chest.