Monster Dossier

The Kouleind

Fleshwarp (Bestiary 158)

Level 7

Traits

uniquecnmediumaberrationhumanoid

Rules & statistics

Monster Profile

Perception

15

Senses

  • Name
    darkvision

Skills

Acrobatics
14
Athletics
17

Ability Mods

Str
4
Dex
3
Con
4
Int
-4
Wis
2
Cha
0

Defenses

Ac
24
Saving Throws
Fort
17
Ref
14
Will
13
Abilities
  • +1 circumstance vs. diseases and poisons
Hp
  • Hp
    130
Weaknesses
  • Name
    slashing
    Amount
    10
Resistances
  • Name
    bludgeoning
    Amount
    10
  • Name
    cold
    Amount
    10

Speed

Walk
25

Attacks

  • Range
    Melee
    Traits
    • versatile
    Name
    claw
    Attack
    17
    Damage
    2d6+10 slashing plus 1d6 cold

Abilities

Mid
  • Name
    Fall Apart
    Traits
    • necromancy
    • occult
    Entries
    • When one of the Guests dies, its body falls apart into a tangle of meat, gristle, fur, bone, and gore. All creatures within a 10-foot aura (other than other Guests) must make a DC 22 Will save to avoid becoming sickened||sickened 2 (sickened||sickened 4 on a critical failure) at the sight and smell of this fate.
Bot
  • Name
    Frozen Wind
    Activity
    Number
    2
    Unit
    action
    Entries
    • The guest exhales a blast of freezing wind from its body in a 20-foot cone. All creatures in this area take 8d6 cold damage (DC 25 basic Reflex save). The Guest can't use Frozen Wind again for 1d4 rounds.
  • Name
    Stunning Critical
    Entries
    • If a Guest critically hits a creature with a claw Strike, the target must make a DC 25 Fortitude save or be stunned||stunned 1.
  • Name
    Trigger Memory
    Activity
    Number
    1
    Unit
    free
    Traits
    • emotion
    • enchantment
    • fear
    • mental
    • occult
    Trigger
    A gatewalker attempts to Strike a Guest or target a Guest with a spell
    Entries
    • The first time a gatewalker (including any PC) attempts to Strike a Guest or target it with a spell, a repressed memory from their Missing Moment surfaces. For a brief instant, the character recalls facing down a much larger and fully formed graefiadeik kar, one with four horns and glowing runes on its fur. This memory of the character's first encounter with Dreibruked evokes waves of fear and shame. The character must make a successful DC 25 Will save or become frightened||frightened 1 (frightened||frightened 2 on a critical failure), after which the character is immune to Trigger Memory.

Background

Lore

No lore provided.