Darakhul Ogre (3pp)

Darakhul Ogre CR 5

XP 1,600
Male ogre darakhul
LE Large undead (augmented giant)
Init +0; Senses darkvision 120 ft.; Perception +4

DEFENSE

AC 23, touch 10, flat-footed 19 (+4 armor, +1 Dex, +9 natural, -1 size)
hp 22 (4d8+4)
Fort +5, Ref +2, Will +5
Defensive Abilities channel resistance +4; DR 5/magic and daylight; Immune undead traits
Weaknesses daylight weakness

OFFENSE

Speed 30 ft., burrow 15 ft.
Melee bite +10 (2d6+8 plus paralysis and disease) and 2 claws +10 (1d6+4 plus paralysis) or greatclub +10 (2d8+12) and bite +8 (1d10+8 plus paralysis and disease)
Ranged javelin +3 (1d8+8)
Special Attacks paralysis (1d4+1 rounds, DC 13, elves are immune to this effect)
Space 10 ft.; Reach 10 ft.

STATISTICS

Str 27, Dex 12, Con —, Int 10, Wis 14, Cha 13
Base Atk +3; CMB +12; CMD +23
Feats Improved Iron WillB, Iron Will, Lightning ReflexesB, MultiattackB, Toughness
Skills Climb +18, Intimidate +12, Perception +4; Racial Modifiers +8 Climb, +8 Intimidate, +8 Knowledge (dungeoneering)
Languages Darakhul, Giant

SPECIAL ABILITIES

Daylight Weakness (Ex)

A darakhul suffers a -4 penalty to attack and saving throws when in full daylight. A daylight spell instead inflicts a -2 penalty to a darakhul.

Disease (Su)

Darakhul fever: bite—injury; save Fortitude DC 10 + 1/2 HD + Cha modifier; onset 1 day; effect 1d6 Con and 1d3 Dex damage; cure 2 consecutive saves.

A creature that dies while infected with darakhul fever must make an adjustment check (see sidebar). If its check is high enough, it rises as a darakhul rather than as a standard ghoul within an hour. A darakhul is a free-willed undead. A creature that rises as a standard ghoul or ghast is controlled by the darakhul whose fever infected it.

Paralysis (Ex)

Those hit by a darakhul’s natural weapons must succeed on a Fortitude save (DC 10 + 1/2 HD + Charisma ability modifier) or be paralyzed for 1d4+1 rounds. Elves are immune to this paralysis.

ECOLOGY

Environment underground or urban
Organization solitary, pair, gang (3–4), or family (5–16)
Treasure NPC gear (greatclub, hide armor, 4 javelins, other treasure)

The darakhul are a race of intelligent ghouls. They speak their own language and feed with an eternal hunger for the flesh of sentient creatures, visiting the surface only when raiding. They call themselves the “People,” and they consider all other races either food or slaves. Darakhul retain their memories and skill after death, becoming ghoulish in appearance and losing their mostly human appearance over time. Fur or hair falls out over decades. A few are vain enough to use wigs or magic to maintain a mostly living appearance. Darakhul are born when a creature is infected with darakhul fever and survives the experience largely intact. Some necromancers and others claim that it is possible to improve the chances of survival by deliberately infecting oneself, then eating only living flesh. The only person who claims to have succeeded with this method was a necromancer who has long since exiled from the arcane college.

Section 15: Copyright Notice

Midgard Bestiary for Pathfinder RPG, (c) 2012 Open Design LLC; Author: Adam Daigle with Chris Harris, Michael Kortes, James MacKenzie, Rob Manning, Ben McFarland, Carlos Ovalle, Jan Rodewald, Adam Roy, Christina Stiles, James Thomas, and Mike Welham.

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