CREATURE 2
Perception +7; carrion scent (imprecise) 30 feet, darkvision
Languages Common, Elven, Necril
Skills Acrobatics +8, Athletics +7, Intimidation +5, Medicine +5, Stealth +8, Survival +5
Str +3 Dex +4 Con +3 Int +2 Wis +1 Cha +1
Items composite shortbow (20 arrows), elven curve blade
Carrion Scent An angheuvore can smell creatures that have the doomed, dying, or wounded condition as an imprecise sense. Items composite shortbow (20 arrows), elven curve blade.
AC 18; Fort +9, Ref +10, Will +5
HP 30, negative healing
Consecration Vulnerability An angheuvore in a place of worship dedicated to a non-evil deity or on sacred ground, such as an area blessed by sanctified ground, is slowed 1.
Speed 30 feet
Melee jaws +10 (finesse), Damage 1d6+5 piercing plus paralysis
Melee elven curve blade +10 (finesse, forceful), Damage 1d8+5 slashing
Ranged composite shortbow +10 (deadly d10, propulsive, range increment 60 feet), Damage 1d6+3 piercing
Death Gasp (divine, necromancy) The angheuvore draws in a deep breath and holds it, temporarily suspending their biological processes and becoming undead. The angheuvore gains the undead trait and becomes immune to bleed, death effects, disease, paralyzed, poison, and sleep. Any such effects the angheuvore is currently suffering from are suspended, but take effect again once they take a breath.
Death Gasp lasts as long as the angheuvore holds their breath (up to 8 rounds, Core Rulebook 478).
Paralysis (divine, incapacitation, necromancy) Any living creature hit by an angheuvore's jaws Strike must succeed at a DC 15 Fortitude save or become paralyzed. It can attempt a new save to end the condition at the end of each of its turns, and the DC cumulatively decreases by 1 on each save.
Bestiary 3, page 174.
Open Angheuvore Flesh-gnawer in the interactive creatures list or browse all creatures starting with A.