Barnacle Ghoul

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

Attacks

Melee Jaws +21 (finesse, unarmed), Damage 2d10+10 piercing
Melee Claw +21 (agile, finesse, unarmed), Damage 2d6+10 slashing
Melee [Two Actions] Water Jet +21, Damage 2d6+10 acid

Abilities

Tear Flesh

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 Healing
Consume Flesh

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


Effect 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 Lungs

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 a

Nimble Swim

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

Paralysis

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.

Grab