Ghoul Gnawer

Level 11
Creature· evilUncommonMediumLegacy
AC
28
HP
190
Speed
30 ft.
Perception
+18
Fort
+18
Ref
+21
Will
+24
Immunities bleed, death-effects, disease, paralyzed, poison, unconscious
Languages chthonian, common, draconic, kelish, necril
Senses darkvision
Skills deception +23, diplomacy +23, intimidation +23, arcana +21, crafting +21, occultism +21, stealth +19
Recall Knowledge DC 30 (religion)

Attacks

Melee Jaws +19 (finesse, unarmed), Damage 2d10+12 piercing
Melee Claw +19 (agile, finesse, unarmed), Damage 2d8+10 slashing
Melee Staff +19 (two-hand-d8), Damage 2d8+10 bludgeoning

Abilities

Void Healing
Consume Flesh

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


Effect The ghoul gnawer devours a chunk of the corpse and regains 5d6 healing Hit Points. It can regain Hit Points from any given corpse only once.

Drain Corpse

Frequency once per day

Trigger The ghoul gnawer uses Consume Flesh


Effect In addition to gaining Hit Points, using Consume Flesh refreshes one spell slot the cultist has already expended.

Ghoul Fever

Saving Throw DC 29 fortitude

Stage 1 carrier with no effect (1 day)

Stage 2 3d6 void damage and regains half as many hit Points from all healing (1 day)

Stage 3 as stage 2 (1 day)

Stage 4 3d6 void damage and gains no benefit from healing (1 day)

Stage 5 as stage 4 (1 day)

Stage 6 dead, and rises as a ghoul the next midnight

Paralysis

Any living, non-elf creature hit by a ghoul gnawer's attack must succeed at a DC 27 fortitude save or become Paralyzed. The creature can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save.

Swift Leap

The ghoul jumps up to half its Speed. This movement doesn't trigger reactions.