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    Guecubu

    A skeletal carcass pulls itself from the ground, its body formed as much from earth and soil as from bones and rotting flesh.

    Guecubu CR 8

    XP 4,800
    CE Medium undead (earth)
    Init +8; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +18
    Aura broken ground (30 ft., DC 20)

    DEFENSE

    AC 21, touch 15, flat-footed 16 (+4 Dex, +1 dodge, +6 natural)
    hp 104 (11d8+55); fast healing 5
    Fort +8, Ref +7, Will +11
    Defensive Abilities channel resistance +2; DR 5/bludgeoning; Immune electricity, undead traits; Resist cold 10

    OFFENSE

    Speed 30 ft., burrow 15 ft.; earth glide
    Melee bite +14 (1d8+6 plus misfortune), 2 slams +14 (1d6+6 plus misfortune)
    Spell-Like Abilities (CL 8th; concentration +13)

    At willstone shape
    3/daysoften earth and stone, spike growth (DC 18)
    1/dayspike stones (DC 19), transmute mud to rock (DC 20), transmute rock to mud (DC 20)

    STATISTICS

    Str 22, Dex 18, Con —, Int 13, Wis 18, Cha 21
    Base Atk +8; CMB +14; CMD 29
    Feats Combat Expertise, Dodge, Improved Initiative, Mobility, Spring Attack, Whirlwind Attack
    Skills Acrobatics +15, Knowledge (nature) +12, Perception +18, Sense Motive +18, Stealth +18
    Languages Abyssal, Common

    SPECIAL ABILITIES

    Broken Ground (Su)

    The ground in a 30-foot radius around a guecubu ripples and shudders unnaturally. This transforms the area surrounding a guecubu into difficult terrain. A guecubu can move through this area with no penalty. Consecrated ground cannot be affected by this ability, nor can any area warded by a magic circle against chaos or a magic circle against evil.

    Misfortune (Su)

    A creature struck by a guecubu must make a DC 20 Will save or become permanently cursed with misfortune. The victim of this curse takes a -4 penalty on all attack rolls, saving throws, and skill checks, and any critical threat against the victim automatically confirms. If a guecubu hits a creature already suffering from this curse, the victim must make a DC 20 Will save or be staggered for 1 round. This is a curse effect. The save DC is Charisma-based.