Monday, January 21, 2019

Abattoir Ghoul

Abattoir Ghoul

Through cracked, sickly blue lips, this pallid humanoid figure emits deep gasps as if struggling to breathe.
CR 3                                                                                                   XP 800
NE Medium undead
Init +4; Senses darkvision 60 ft.; Perception +6
Aura breathlessness (10 ft., DC 14)
DEFENSE
AC 16, touch 10, flat-footed 16 (+6 natural)
hp 26 (4d8+8)
Fort +3, Ref +1, Will +5
Immune undead traits
Weaknesses bound
OFFENSE
Speed 30 ft.
Melee slam +6 (1d4+4)
Special Attacks breach, seize
STATISTICS
Str 16, Dex 11, Con —, Int 5, Wis 13, Cha 14
Base Atk +3; CMB +6 (+8 drag); CMD 16 (18 vs. drag)
Feats Improved Drag APG, B, Improved Initiative, Power Attack
Skills Perception +6, Stealth +5
Languages Common (can’t speak)
ECOLOGY
Environment any urban
Organization solitary or gang (2–5)
Treasure standard
SPECIAL ABILITIES
Aura of Breathlessness (Su) The agonized gasping of an Abattoir Ghoul displaces oxygen within 10 feet of it, automatically extinguishing nonmagical fires within this range. Breathing creatures within the aura must hold their breath or risk suffocation. Whenever an Abattoir Ghoul deals nonlethal damage to a creature holding its breath in the aura, the duration the target can hold its breath for decreases by a number of rounds equal to the nonlethal damage dealt. The Abattoir Ghoul cannot dismiss this aura.
Bound (Su) Abattoir Ghoul are bound to the locations in which they died. Each hour an Abattoir Ghoul remains away from the tomb or building in which it died, it takes 1d6 points of damage that can’t be healed until it returns to its place of death.
Breach (Su) As a swift action, an Abattoir Ghoul can touch a nonmagical wall and open a spatial rift. The touched 5-foot section of wall (which can be up to 2 feet thick) effectively ceases to exist for 2 rounds, except for a dark, semisolid membrane that blocks line of sight through the rift. The Abattoir Ghoul can see, move, attack, or even drag a target through the rift without penalty. Other creatures can move through the rift
treating it as difficult terrain. After 2 rounds, the rift closes, pushing anything inside it into the nearest open space.
Seize (Ex) An Abattoir Ghoul can choose to deal nonlethal damage with its slam attack with no penalty on the attack roll. In addition, an Abattoir Ghoul that deals nonlethal damage with its slam attack can attempt a drag combat maneuver against the target as a free action.
Abattoir Ghoul are undead remains of those who died of slow suffocation in a confined, lightless space. Their feelings of abject terror and desperate desire to escape before death manifest as an ability to open temporary rifts in reality. Although they loathe the bright lights and open spaces of the world outside, they occasionally emerge to violently hush any sounds that disturb their repose. Some Abattoir Ghoul find the last gasps of dying creatures intoxicating, so they seek out victims to choke night after night.
While an accidental live burial can trigger the birth of an Abattoir Ghoul, most of these unfortunates are brought about by purposeful malevolence, such as being walled in as a form of torture or execution in life. In cultures obsessed with undeath or the afterlife, living servants are sometimes honored by being entombed with their masters, which can create Abattoir Ghoul. Most abattoir ghouls are caused by accidents at slaughterhouses in which many beings are suffocated to death by falling buildings, or are crushed by stampeding animals.
An Abattoir Ghoul is 6 feet tall and weighs 300+ pounds.

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