Barnacle Ghoul

CREATURE 9

uncommon ne medium ghoul undead 

Perception +17; darkvision

Languages Aquan, Common, Necril

Skills Acrobatics +19, Athletics +19 (+21 to Grapple), Stealth +19, Survival +17

Str +6 Dex +6 Con +3 Int +1 Wis +4 Cha +4

AC  28; Fort +16, Ref +21, Will +17

HP 155, negative healing; Immunities death effects, disease, paralyzed, poison, unconscious

Tear Flesh [R] 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.

Speed 25 feet, climb 10 feet, swim 40 feet

Melee [>] jaws +21 (finesse), Damage 2d10+10 piercing plus fill lungs and paralysis

Melee [>] claw +21 (agile, finesse), Damage 2d6+10 plus Grab and paralysis

Ranged [>>] water jet +21 (range increment 10 feet), Damage 2d6+10 plus fill lungs

Consume Flesh [>] (manipulate) Requirements The barnacle ghoul is adjacent to the corpse of a creature that died within the last hour. Effect The barnacle ghoul regains 5d6 Hit Points. It can regain Hit Points from any given corpse only once.

Fill Lungs (curse, necromancy) 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 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 and ends the curse). If the creature dies from drowning, it rises as a barnacle ghoul the next midnight.

Nimble Swim [>] (move) The barnacle ghoul Swims up to 20 feet. This movement doesn't trigger reactions.

Paralysis (incapacitation, occult, necromancy) See Ghoul Abilities; DC 26.

AoE3, page 83.

Open Barnacle Ghoul in the interactive creatures list or browse all creatures starting with B.