Monday, February 18, 2019

Desecrated Overghast

Desecrated Overghast
CR 5                                                                                                              XP: 1,600
CE Large undead (augmented human)
Init +6; Senses darkvision 60 ft., heightened scent; Perception +20
Aura stench (DC 16, 1d6+7 minutes)
AC 19, touch 11, flat-footed 17 (-1 size, +8 natural, +2 Dex)
HP 87 (7d12+42)
Fort +7, Ref +8, Will +9
Immune undead traits; Resist channel resistance +2
Speed 50 ft.
Melee bite +14 (2d6+9 plus disease and paralysis), 2 claws +14 (1d6+9 plus paralysis) or tongue (melee touch) +14 (paralysis plus grab), 2 claws +14 (1d6+9 plus paralysis) Reach 20 ft. with tongue
Space 10 ft., Reach 10 ft.
Special Attacks disease (DC 16), grappling tendrils, paralysis (DC 16, affects elves), spines
During Combat Like lesser ghouls and ghasts, overghasts prefer to attack from ambush. In wilderness or urban areas, they like to climb sheer walls where they lie in wait, dropping down to attack from above when their prey passes beneath them. Few expect undead creatures to move quickly, so overghasts use their superior speed to make furious charge attacks from a distance or to flee from combat if they are overwhelmed.
Overghasts are quite poor-sighted (they do not have darkvision or low-light vision), but they have exceptional senses of smell and hearing.
Str 25, Dex 15, Con -, Int 13, Wis 14, Cha 16
Base Atk +5; CMB +13; CMD 25
Feats Improved Initiative, Lightning Reflexes, Power Attack, Toughness
Skills Acrobatics +9, Climb +17, Escape Artist +9, Perception +20, Stealth +8, Survival +2
Languages Abyssal, Common
Grappling Tendrils (Ex) An overghast’s inner organs have transformed into animate tendrils. An overghast can transfer a grappled victim from its tongue to its tendrils as a move action. The tendrils grapple with the same strength as the tongue. While held in the tendrils, a victim automatically takes 2d6+7 points of damage each round from the creature’s bite as a free action, in addition to damage from its spines (see below). If only these tendrils hold an opponent, the overghast is not considered grappled.
Heightened Scent (Ex) Overghasts have the scent ability to a range of 90 feet rather than the standard 30 feet. Within 30 feet, they can effectively “see” by means of scent, as if with the blindsight ability. Creatures that have no scent (such as incorporeal creatures or some constructs) cannot be “seen” by the overghast’s sense of smell.
Spines (Ex) Any creature grappling an overghast takes 1d6 points of piercing damage each round from bony growths.
Ghoul Fever (Su) Disease-bite, Fortitude DC 16, incubation 1 day, damage ld3 Dex and ld3 Con. The save DC is Charisma-based. An afflicted humanoid who dies of ghoul fever rises as a normal ghoul at the next midnight. A creature that becomes a ghoul in this way retains none of the abilities it possessed in life. It is not necessarily under the control of any other ghouls, but it hungers for the flesh of the living and behaves like other ghouls in all respects.
This vile creature is outwardly humanoid, with mottled greenish flesh and burning red eyes. Its jaws are large and heavy, and its sick-looking skin spouts thorns and spikes. It shambles forward, walking partially on its knuckles like a mighty ape, anest of slimy tentacle-like growths writhing from its abdomen.
Lurking in the far and dark corners of the world, overghasts are intelligent and cunning creatures. Although most are fiercely independent, some have come to serve powerful rulers as slaves or lieutenants; many serve the Ghoul King of Golorian. Theories about overghasts’ origins abound. Most scholars believe that they were created spontaneously by explosions of necromantic energy near the end of the Divine War - the same energies that are thought to have created the fearsome Isle of the Dead. While these notions have not been confirmed, it is known that on occasion an ordinary ghast can be transformed into one of these creatures, and that they are most common in southern Termana, near the Ghoul King’s island realm.
Overghasts resemble normal ghasts only superficially. Far more horrific in appearance, they possess powerful snapping jaws, hides covered in spiky growths, and internal organs that have grown into writing tendrils. An overghast’s heavy body forces it to knucklewalk like a great ape, while its long black tongue constantly lashes around its head.
Creature Collection III: Savage Bestiary 91

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