Nick Herold's Pathfinder Bestiary Project!

Maxxx26

First Post
Those are some amazing beasties Demiurge. I especially like the whole gecko menagerie, with a whole group of critters with the same theme and they are all really usable.
All the others are awesome as well, although I will probably never be able to use the Oliphaunt, but its awesome nonetheless.

My most favorite is by far the Dweller in Darkness and as I would like to make them into one of the main antagonists in my upcoming "Second Darkness" Campaign, I wanted to ask if you have some critters with the same theme/feel to them? Similar to the "Thoon" mindflayers in MM5 (not similar in abilities to those, but as a group of related creatures).
 

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demiurge1138

Inventor of Super-Toast
My most favorite is by far the Dweller in Darkness and as I would like to make them into one of the main antagonists in my upcoming "Second Darkness" Campaign, I wanted to ask if you have some critters with the same theme/feel to them? Similar to the "Thoon" mindflayers in MM5 (not similar in abilities to those, but as a group of related creatures).
Sorry, but the Dwellers in Darkness are stand-alone. If I had some other monsters related to them, they'd already be posted. Actually, the Thoon-creatures aren't too dissimilar--remove references to quintessence and have them be powered by brain canisters or something like that. Of course, if your players have already fought Thoon cults, that might not work.

The next monster I'm planning is sort of space-themed, though. Watch this space for the Numerian spine dragon.
 

demiurge1138

Inventor of Super-Toast
Numerian Spine Dragon

Slinking low to the ground is some manner of immense draconic beast, its eyes rheumy with pain and rage. Its body has a metallic sheen, and the entire creature is covered from head to tail in spines, some short, others as long as a human leg. Despite its obvious strength, the dragon looks sick—its wings are withered to useless stumps and its body is dotted with open sores. Its neck is short and ends in a broad head crowned in a mane of spines. A dense clump of spines tips the dragon’s long lashing tail.

Numerian Spine Dragon CR 13
Usually NE Huge Dragon

Init +5; Senses darkvision 60ft, Listen +16, low-light vision, scent, Spot +16
Defenses
AC 27, touch 9, flat-footed 26
(-2 size, +1 Dex, +18 natural)
hp 184 (16d12+80)
Fort +15, Ref +11, Will +12
DR 10/adamantine; Defensive Qualities spiny defense; Vulnerability metal body
Offense
Spd 40ft (8 squares), climb 20ft
Melee Bite +21 (2d8+7, 19-20x2) and 2 claws +19 melee (2d6+3) and tail +19 melee (4d8+10)
Space 15ft; Reach 10ft (15ft with tail)
Special Attacks adamantine strike, breath weapon, powerful tail, tear armor
Tactics
Before Combat Numerian spine dragons prefer to attack from ambush.
During Combat A Numerian spine dragon opens with its breath weapon. It uses its Improved Sunder feat to tear apart weapons and shields before digging into defenseless prey.
Morale Numerian spine dragons do not fear death—as such, they fight until slain.
Statistics
Str 24, Dex 13, Con 20, Int 4, Wis 15, Cha 7
Feats Improved Critical (bite), Improved Sunder, Improved Initiative, Multiattack, Power Attack, Stealthy
Skills Climb +15, Hide +10, Listen +16, Move Silently +15, Spot +16
Base Attack +16; Grapple +31
Languages understands Draconic
Ecology
Environment Temperate hills and deserts
Organization Solitary or pair
Treasure See text
Advancement 17-32 HD (Huge), 33-48 HD (Gargantuan)
Level Adjustment
Special Abilities
Adamantine Strike (Ex) Due to the veins of adamantine tainting its body, the natural attacks of a Numerian spine dragon are considered to be adamantine for the purposes of overcoming damage reduction and hardness.

Breath Weapon (Su) A Numerian spine dragon can breathe a 50 foot cone of metal shards. All creatures in the area must make a DC 23 Reflex save or take 10d6 points of slashing and piercing damage. A successful Reflex save halves the damage. This damage is considered to be adamantine for the purposes of overcoming damage reduction and hardness. A Numerian spine dragon can use its breath weapon three times a day, but no more than once every 1d4+1 rounds. The save DC is Charisma based.

Metal Body (Ex) Numerian spine dragons are considered to be metal for the purposes of spells that effect metal (such as repel metal or stone, rusting grasp or heat metal).

Powerful Tail (Ex) A Numerian spine dragon’s tail, despite being a secondary weapon, deals 1.5 times the dragon’s Strength bonus in damage, and is treated as a two-handed weapon for the purposes of Power Attack.

Spiny Defense (Ex) Any creature striking a Numerian spine dragon with handheld weapons or natural weapons takes 1d8+7 points of damage from its spines. Weapons with exceptional reach do not endanger their wielders.

Tear Armor (Ex) When a Numerian spine dragon makes a successful critical hit against a foe, it deals its bite damage to the target’s armor (if any).

Skills A Numerian spine dragon gains a +8 racial bonus on Climb checks, and can take 10 on Climb checks even when rushed or threatened.

Strange draconic mutants simultaneously empowered and tortured by the starmetal in their veins, Numerian spine dragons are at once terrifying and tragic. A Numerian spine dragon reaches 40 feet long, with much of that length being tail. They are very heavy creatures, weighing nearly ten tons.

Ecology
Numerian spine dragons are carnivorous up to a point, preying mostly on large animals such as aurochs and elephants. The top predators in whatever territory they claim, they tend to kill or drive off other large predators. They do not fear humans, and indeed relish attacking them. Fortunately, they are quite rare.

Numerian spine dragons require metal to survive. Their teeth cut through metal as easily as they do flesh, and they can use their scent ability to detect veins of metal below the Earth’s surface. Only a little metal will sustain a Numerian spine dragon, but they will gorge themselves if able, consuming vast deposits of ore or the armor of entire units of soldiers at once. As such, they are despised by the Technic League, the golems and gearsmen of which are preyed upon by spine dragons. True dragons also hate them, and kill them whenever possible.

Habitat and Society
The first Numerian spine dragons were originally grey dragons, those pathetic offshoots of the draconic lineage obsessed with purifying a degenerate bloodline. These grey dragons were in Numeria at the time of the Rain of Stars, and their eggs were oddly tainted by the starmetal that then impregnated the land. These new grey dragons were ravenous and feral, with little of their parents’ intelligence, but with great size and physical strength. It is rumored that grey dragons will still mate with Numerian spine dragons in an attempt to recreate their lost intellect, but it is unlikely that such experiments have succeeded.

Although native to Numeria, Numerian spine dragons have spread outward to wherever the hunting is good and there is plenty of space to claim as their territory. Solitary creatures, they have little patience for others of their kind, although they don’t seem to mind the intrusions of grey dragons. Especially brave or foolhardy miners are known to follow Numerian spine dragons on their wanderings, hoping to exploit the veins of ore the spine dragons scent out and feed upon.

Numerian Spine Dragon Treasure
Although Numerian spine dragons carry no treasure of their own, their bodies themselves can yield great riches. The corpse of a Numerian spine dragon, if properly treated with chemicals (DC 25 Craft: alchemy check) or stripped by a fine smith (DC 30 Craft: weaponsmithing, armorsmithing or blacksmithing) generates 2d6 x 1000 gp worth of adamantine ore.

Variant Numerian Spine Dragons
Although most Numerian spine dragons are impregnated with adamantine, other spine dragons exist that contain other starmetals. Variant Numerian spine dragons lost the adamantine strike and tear armor special abilities, and gain the appropriate ability or abilities listed below.

Abysium Spine Dragon—Poison (Ex)
All of an Abysium spine dragon’s natural attacks are mildly toxic (Fort DC 10 + ½ HD + Con bonus, 1d3 Str/1d3 Con). CR +0

Djezet Spine Dragon—Narrow Berth (Ex) A djezet spine dragon’s semi-liquid body allows it to move as if it were a Large creature for the purposes of squeezing.
Spell Enhancement (Su) All spells cast within a 60 foot radius of a djezet spine dragon are cast at CL +2. CR -1.

Horacalcum Spine Dragon—Temporal Manipulation (Su) A horacalcum spine dragon rolls initiative twice every encounter. It gets to make a standard or move action on the lower of its two initiative counts. CR +1

Inubrix Spine Dragon—Earth Glide (Su)
An inubrix spine dragon gets a burrow speed of 40 feet and can move through earth and stone as easily as a fish moves through water. This ability is the same as the earth glide ability of a xorn.
Phasing Weapons (Su) An inubrix spine dragon can, three times per day as a swift action, allow its natural attacks to ignore armor and shield bonuses, as per the brilliant energy weapon quality. CR +1

Noqual Spine Dragon—Spell Resistance (Su) A noqual spine dragon gains SR equal to its Challenge Rating +12. CR +0

Siccatite Spine Dragon—Burning/Freezing Body (Su) A siccatite spine dragon is either blisteringly hot or freezing cold. A hot siccatite spine dragon deals an extra 1d6 points of fire damage with all of its natural attacks and has resistance to cold 20. A cold siccatite spine dragon deals an extra 1d6 points of cold damage with all its natural attacks and has resistance to fire 20. CR +0

The Pathfinder Chronicles Campaign Setting is copyright 2008 Paizo Publishing. Copyright 2008 Nicholas Herold.
 

WesSchneider

First Post
Numerian Spine Dragon CR 13
Okay, yeah, this is awesome. Most of these beasties totally just come out of me having to flesh out entries into the Pathfinder Bestiary to fill out the page (that's why so many appear in the last section or last few paragraphs) so it's AWESOME to see folks taking to them and giving them some love. Keep up the awesome work (and we'll keep name dropping in PF to keep ya busy!)
 

demiurge1138

Inventor of Super-Toast
This is easily the ickiest monster I've created for this thread so far. The CR is in a bit of an interesting area--it can do a lot of damage and has a lot of hit points, but its saving throws are terrible. If anyone uses this guy in game, let me know how it goes!

Inverted Giant

This awful creature towers like a figment from a twisted children’s tale. A humanoid the size of a house, it appears to have been turned inside out—a coating of bones like an insect’s carapace cannot quite hide the pulsing, slimy muscles and organs of this thing. From its abdomen, four ropy lengths of intestine thrash like tentacles, orienting towards you seemingly by instinct. Red lidless eyes stare from a skull-like head, bits of brain seeping between the cracks and out its ear holes. It carries no weapon, but its arms end in oversized fists dripping with pale liquid.


Inverted Giant CR 12
Usually CE Huge Giant (extraplanar)

Init +3; Senses darkvision 60ft, Listen +8, low light vision, Spot +9
Aura horrific appearance (60ft, Fort DC 22)
Defenses
AC 27, touch 7, flat-footed 27
(-2 size, -1 Dex, +20 natural)
hp 207 (18d8+126)
Fort +18, Ref +5, Will +4
Immune acid; Vulnerability impeded fortification
Offense
Spd 30ft (6 squares)
Melee 2 fists +24 (3d6+12 plus 1d6 acid) and 4 intestine lashes +18 (2d4+6 plus 1d6 acid)
Ranged rock +11/+6/+1 (2d6+12)
Special Attacks acid spew, rock throwing
Space 15ft; Reach 15ft
Tactics
Before Combat inverted giants have little concept of stealth, and are likely to take no more preparation before battle than loading their sacks with good throwing rocks
During Combat inverted giants begin combat with spews of acid from their intestines, and then focus their attacks on whoever hurts them the most that round. If that target is out of melee range, they pelt it with rocks. Unless directed by rune giants or other intelligent leaders, they are unlikely to focus their attacks on a single individual or to work cooperatively with each other or allies
Morale savage and bloodthirsty, inverted giants have no concept of retreat. They fight until slain.
Statistics
Str 35, Dex 8, Con 24, Int 6, Wis 7, Cha 13
Feats Ability Focus (horrific appearance), Awesome Blow, Improved Bull’s Rush, Improved Initiative, Power Attack, Quick Draw, Weapon Focus (slam)
Skills Listen +8, Spot +9
Base Attack +13; Grapple +33
Languages Giant
SQ rock catching
Ecology
Environment The Plateau of Leng
Organization Solitary, pair, family (3-8) or unit (2-8 plus 1-2 rune giants)
Treasure Standard
Advancement 19-36 HD (Huge), 37-54 HD (Gargantuan) or by character class
Level Adjustment +4
Special Attacks
Acid Spew (Su) An inverted giant’s four intestine lashes can each spew acid in a 50 foot line once every 1d4 rounds. An inverted giant can use any number of its acid spews as a standard action, and can aim each line in a different direction, or in the same direction. Each acid spew deals 4d6 acid damage, with a successful DC 25 Reflex save for half damage. An intestine lash that uses its acid spew no longer does acid damage until it can spew again. The save DC is Constitution based.

Horrific Appearance (Su) An inverted giant is so revolting in appearance that any creature within 60 feet of an inverted giant that can see that inverted giant must succeed a DC 21 Fortitude save or take 2d6 points of Strength damage. Any creature reduced to 0 Strength is helpless. A creature that successfully saves is immune to the horrific appearance of that inverted giant for the next 24 hours. Inverted giants are immune to the horrific appearance of other inverted giants. The save DC is Charisma based.

Impeded Fortification (Ex) An inverted giant’s bony covering protects its vulnerable organs from most damage, but the vulnerability of those organs enhances the danger of critical hits. An inverted giant has a 75% chance to ignore all extra damage from critical hits and sneak attacks, but any successful critical hit is treated as if the weapon had a +1 to its critical multiplier (so a longsword would deal x3 damage and a scythe would deal x5). Any successful sneak attack deals an extra 1.5x damage (as if the sneak attack were effected by the Empower Spell feat).

Rock Catching (Ex) An inverted giant with a free hand can catch rocks thrown or launched at it with a successful Reflex save. The DC is 10 for a Tiny rock, 15 for a Small rock and 20 for a Large rock.

Rock Throwing (Ex) Inverted giants gain a +1 racial bonus on all attack rolls made with thrown rocks. The range increment of their thrown rocks is 140 feet.

Abominations from a plane of nightmares, inverted giants are thankfully rarely seen today in the mortal world. Inverted giants stand on average sixteen feet high, and weigh upwards of six tons. They are effectively immortal unless slain, and especially old inverted giants can reach truly gargantuan proportions, rivaling even the titans in size.

Ecology
Inverted giants feed on anything they can. Lacking the concentration or the wits to engage in agriculture, their food comes from hunting and gathering. Nuts, berries, fruits and animal matter all compose major parts of an inverted giant’s diet. Their jaws are very weak, so much processing of food occurs outside the body—prey is pounded with the inverted giant’s fists and dowsed with acidic spew until nothing remains but a thick paste of meat and dissolved bones which the giant then drinks.

In Leng, inverted giants are only one of a host of unimaginable horrors, and are nowhere near the top of the heap. The eerie, genius spiders of Leng weave plans around inverted giants and occasionally take an unsuspecting one as prey. Shantak-birds often rival inverted giants for both prey and territory, and the two species often battle. Inverted giants will kill and eat the subtle denizens of Leng, but those inscrutable humanoids just as often take control of inverted giants, either by magic or with bribery.

Habitat and Society
On their home plane of Leng, inverted giants behave much like the cruder giant-types native to Golarion. They tend to band together in familial groups, hunting and mating, living in caves or cyclopean ruins, and working together to make life miserable for all around them. Their minds are crude and violent, and they like nothing more to make their own entertainment by brutally torturing anything they can catch.

The first record of inverted giants comes from the histories of Thassilon, and it remains unclear if the inverted giants are true natives to Leng or merely exiles, the far-flung last survivors of Thassilonian fleshwarping magic. What is clear is that Karzoug the Claimer used inverted giants extensively in his armies—their weak minds made them perfect subjects for rune giant control. Whether Karzoug imported inverted giants from Leng or created them from normal giant stock and hid them there, few inverted giants live today in Golarion. Where they do, they are usually loners, wandering the remotest of wildernesses and subsisting on whatever they can find. Occasionally, an inverted giant will come across a whole tribe of its more mundane kin, and these loathsome monsters are often accepted—cannier giants use inverted giants as a monstrous weapon, whereas ogres and hill giants are more likely to worship one as a god.

Inverted Giant Treasure
Inverted giants are too dim to make any but the crudest of crafts—the great bags they sew out of shantak-bird hide being the most sophisticated technology they can muster. Still, inverted giants love shiny gems and coins and blatantly magical objects, and so have standard treasure in their bags. An inverted giant usually carries with it a repository of 3d4 rocks.

Inverted Giants as Characters
Inverted giants with levels in character classes favor the brutality of the barbarian, although fighters and even rogues are also represented. Any class with a full base attack bonus is considered a favored class. Inverted giants have no concept of gods, excepting the rare inverted giant that considers itself a god among ogres or hill giants, and spellcasting is practically unknown among them.

The Pathfinder Chronicles Campaign Setting is copyright 2008 Paizo Publishing. Copyright 2008 Nicholas Herold.
 

demiurge1138

Inventor of Super-Toast
Okay, yeah, this is awesome. Most of these beasties totally just come out of me having to flesh out entries into the Pathfinder Bestiary to fill out the page (that's why so many appear in the last section or last few paragraphs) so it's AWESOME to see folks taking to them and giving them some love. Keep up the awesome work (and we'll keep name dropping in PF to keep ya busy!)

Sure thing! I'm especially interested in tackling some of those fleshwarps from Endless Night... although I might want to wait until Second Darkness is actually over, to avoid potential duplication.
 

demiurge1138

Inventor of Super-Toast
It's been a while since I've posted; haven't been able to muster the energy, I guess. But my energy is mustered, and I'm posting again! Another creature based on a name-drop in the Pathfinder Chronicles Campaign Setting.

Horrorwisp

A large glowing sphere of light floats through the fog. Four long equidistant tendrils emerge from its equator, lashing in anticipation.


Horrorwisp CR 12
Usually CE Large Aberration

Init +7; Senses Darkvision 60ft, Listen +24, Spot +24
Defenses
AC 34, touch 30, flat-footed 27
(-1 size, +7 Dex, +4 natural, +14 deflection)
hp 135 (18d8+54)
Fort +9, Ref +13, Will +14
Immune magic; Defensive Abilities natural invisibility
Offense
Spd Fly 50ft (perfect) (10 squares)
Melee 4 lightning lashes +18 touch (3d6 electricity)
Special Attacks drone
Space 10ft; Reach 5ft (20ft with lightning lash)
Morale
Before Combat Like its smaller cousins, horrorwisps prefer to lure travelers into hazardous terrain, such as thick undergrowth, quicksand, deep water or off cliffs, before engaging in combat
During Combat A horrorwisp begins combat by using its drone, sending organized resistance scattering. Canny opponents, they usually fight using Combat Expertise to its fullest. Horrorwisps love to use trip and disarm attacks on victims, especially mages, as they can then use the stolen wands, staves or scrolls.
Morale Horrorwisps are inherently cowardly. If reduced to 50 or less hit points, a horrorwisp goes invisible and tries to flee.
Statistics
Str 13, Dex 25, Con 16, Int 16, Wis 16, Cha 22
Feats Combat Expertise, Combat Reflexes, Dodge, Improved Disarm, Improved Trip, Mobility, Spring Attack, Weapon Finesse (B)
Skills Bluff +27, Diplomacy +8, Disguise +6 (+8 acting), Intimidate +8, Listen +24, Search +24, Spot +24, Survival +3 (+5 following tracks), Use Magic Device +27
Base Attack +12; Grapple +17
Languages Common, Auran, Sylvan
Ecology
Environment Any marshes and forests or underground
Organization Solitary or party (1 plus 3-6 will-o’-wisps or 4-24 evil fey)
Treasure 1/10th coins, 50% goods, standard items
Advancement 19-36 HD (Large)
Level Adjustment
Special Abilities
Drone (Su) By buzzing in multiple keys simultaneously, horrorwisps can induce fear as a standard action. Any creature within 120 feet of a droning horrorwisp that can hear the drone must succeed a DC 25 Will save or be panicked for 1 minute. On a successful save, the target is still shaken for 1 round. Creatures that succeed the save are immune to the drone of that horrorwisp for 24 hours. Other horrorwisps, will-o’-wisps and fey creatures are immune to the drone. This is a sonic, mind-influencing fear effect. The save DC is Charisma-based.

Immunity to Magic (Ex) A horrorwisp is immune to any spell that allows for spell resistance, except for magic missile and maze.

Lightning Lash (Ex) The tendrils of a horrorwisp allow the creature to make trip attempts, and a horrorwisp gains a +2 bonus when using its lightning lashes to disarm an opponent. Any object successfully disarmed is then held in a lightning lash—the horrorwisp can drop it as a free action.

Natural Invisibility (Ex) A horrorwisp can extinguish its glow, usually when frightened or startled. This functions as per the invisibility spell with an indefinite duration.

The final stage of a will-o’-wisp’s life cycle, horrorwisps lurk in the most remote of jungles and swamps. Like a will-o’-wisp, a horrorwisp is a cluster of fleshy, luminescent pods, capable of changing color as it sees fit and extinguishing its glow to become invisible. The average horrorwisp is six feet in diameter. Buoyed by lighter-than-air gasses, the creature weighs a mere twenty pounds.

Ecology
Very few will-o’-wisps live long enough to become horrorwisps. Although will-o’-wisps do not age as other creatures do, they are overconfident, and often find themselves the victims of adventurers they were trying to murder, or the target of purges by druids, dragons or other powerful magical enemies. But if a will-o’-wisp lives for more than a millennium, it may secrete a cocoon woven of gossamer threads and solidified fear. After a pupation period of three months, the cocoon splits and a new horrorwisp emerges.

Like their smaller kin, horrorwisps do not feed on material substances—only terror, despair and pain will appease their palate. And horrorwisps are connoisseurs of agony. They decry animals as too simple-minded for the complex fears they prefer, and a horrorwisp will “season” a potential victim for hours or days, tasting its fear before reaching a lethal crescendo.

Habitat and Society
Horrorwisps prefer remote locations in which to lair. The darkest forests, the thickest bogs and the deepest caves are all favored haunts. Being so rare, they do not seek the company of others of their kind; if a horrorwisp ever deigns to reproduce, it does so by budding, shedding off a new will-o’-wisp. Will-o’-wisps often seek out horrorwisps, however, in order to be tutored in its agony-inducing ways. Horrorwisps also enjoy the company of evil fey such as twigjacks, wicked satyrs and even the dark ice courtiers of the Witch Queen of Irrisen; the cruel children of the First World also know the depths of pleasure the torment of mortals can bring. Unlike other will-o’-wisps, horrorwisps enjoy collecting treasure, especially rods, wands, staves and scrolls, which they wield in their electrified tendrils.

Horrorwisps in Golarion
For reasons unknown, the forests of Molthune have a frighteningly high concentration of horrorwisps; four are known to live within that war-torn land’s boundaries. These four aberrations seem to be the masterminds of the armies of wicked fey that dwell in the Backar Forest, and rumor has it that every new moon they meet with powerful fey in a “Council of Light” to plan attacks on Molthuni forces. The armies of Cheliax would pay dearly for the location of the Council of Light, and the deaths of one or more of the horrorwisps.

The Pathfinder Chronicles Campaign Setting is copyright 2008 Paizo Publishing. Copyright 2008 Nicholas Herold.
 
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demiurge1138

Inventor of Super-Toast
This thread's not dead! It's just... pining for the fjords. To prove its totally-not-dead nature, I've got a new creature for you all. It's inspired by a line in Into the Darklands about their White Kingdom-esque ghouls, which I found delightfully creepy. Enjoy!

Ghollo (Filth-Eater)


A pale, bloated, vaguely humanoid mass lurches towards you, its useless legs dragging behind it. Its maw is distended and filled with dozens of cracked, rotten teeth. Its dull eyes show no emotion or thought, only hunger.


Ghollo CR 4
Usually NE Medium aberration

Init -1 Senses darkvision 120 ft, Listen -3, keen scent, Spot -3
Aura crippling stench (30 ft, DC 18)
Defenses
AC 15, touch 9, flat-footed 15
(-1 Dex, +6 natural)
hp 57 (6d8+30)
Fort +7, Ref +1, Will +3
Defensive Abilities blubbery, tomb-tainted; Immune disease, poison
Vulnerability tomb-tainted
Offenses
Spd 20ft (4 squares)
Melee bite +7 melee (1d6+3 plus disease) and 2 claws +5 melee (1d4+1)
Space 5 ft; Reach 5 ft
Morale
Before Combat although ghollos are almost mindless, they still are capable of arranging for crude ambushes, hiding near watering holes, fungal gardens and other sites of activity.
During Combat a ghollo will prefer to target foes overcome with its crippling stench with its melee attacks. Beyond this, they have little to no concept of strategy. If a ghollo slays an opponent, it will stop for at least a round to feed, even if other opponents are still present.
Morale ghollos have no fear of death and will attempt to gorge themselves regardless of danger. They fight until slain.
Statistics
Str 17, Dex 8, Con 20, Int 3, Wis 5, Cha 3
Feats Iron Will, Multiattack, Stealthy
Skills Hide +7, Move Silently +6
Base Attack +4; Grapple +7
Ecology
Environment Underground (Sekmina)
Organization Solitary
Treasure Half standard
Advancement 7-12 HD (Medium), 13-18 HD (Large), 19-24 HD (Huge)
Special Abilities
Blubbery (Ex) The corpulent bulk of a ghollo gives it some protection against blunt weapons. All bludgeoning damage dealt to a ghollo is considered to be nonlethal.

Crippling Stench (Ex) Any creature within 30 feet of a ghollo must succeed a DC 18 Fortitude save or be dazed for 1d4 rounds from the overwhelming carrion stink. This is a poison effect—any bonus to Fortitude saves against poison applies to this save, and creatures immune to poison are likewise immune. A creature that successfully saves is immune to the crippling stench of that individual ghollo for the next 24 hours. The save DC is Constitution based.

Disease (Ex)
Grave rot. Injury—bite. Fortitude DC 18 negates, incubation 1d3 days, damage 1d4 Constitution. Unlike most diseases, a victim of grave rot must succeed three Fortitude save to overcome the infection. The save DC is Constitution based.

Keen Scent (Ex) A ghollo can detect creatures through scent at a range of 180 feet and pinpoint the square of creatures within 30 feet.

Tomb-Tainted (Su) Ghollos are imbued with negative energy, much like an undead creature. A ghollo is healed by inflict spells and harmed by cure spells as if it were undead, and can be turned or rebuked as if it were an undead creature.

The most horrible thing about ghollos is not their stench, or the disease they carry, or their unceasing hunger for the flesh of both the living and the dead. The most horrible thing about ghollos is that they used to be humanoids.

The average ghollo stands only four feet tall and is as wide. They weigh at least two hundred and fifty pounds, but rumors among the ghouls of Nemret Noktoria suggest that they may grow to the size of giants.

Ecology
The ghouls of Nemret Noktoria raise in their chattel pits captive humanoids as livestock—goblinoids and grimlocks, dwarves and deep gnomes and humans—feeding them the castoffs of their own fellow victims and keeping them in a dull-minded, bloated tranquility. Occasionally, a member of one of these humanoid herds will grow violent, attacking other chattel and even their keepers in order to assuage their perpetual hunger for flesh. The ghouls are capable of putting down most of these freaks, but some have escaped into the wilds of the Darklands, which they forever scour for flesh.

Ghollos (a corruption of the noble name of “ghoul”, which the ghouls themselves despise) are stupid, yet effective predators. Their overwhelming stink incapacitates potential meals, while their numerous immunities allow them to make meals of even ghouls themselves (although most ghouls are fast and clever enough to escape predation by these eaters of filth). If no fresh meat is available for the taking, ghollos will resort to carrion, even venturing close to the surface in search of fresh graves.

Habitat and Society

Filth-eaters have no society—they are far too stupid to consider other ghollos anything but food. But still, they are somehow capable of reproducing themselves, because there are far more ghollos lumbering through Sekmina to be explainable by outbreaks of cannibal frenzy among ghoul captive stock. The drow sages of Zirnakaynin, in their studies of captive ghollo, have discovered that they reproduce by budding, growing first faces and then entire bodies out of their bulk before the parent passes into a coma and splits in half. Some filial instinct prevents the newly budded ghollo from turning on and eating their parent, although such instinct eventually fades, at least in captivity.

The drow of House Parastric are the ones with the most interest in ghollo as a resource and not as a threat, and several types of fleshcrafting poisons have been brewed using ghollo flesh and ichor as components. Other Darklands races find filth-eaters to be despicable menaces, but none devote as much resource to their destruction as do the civilized ghouls of Nemret Noktoria.

The Pathfinder Chronicles Campaign Setting is copyright 2008 Paizo Publishing. Copyright 2008 Nicholas Herold.
 
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freyar

Extradimensional Explorer
Excellent once again! Hey, now that there's a license/community policy, you should do these up fancy-like. ;)
 

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