Ghoul, Aquatic (Lacedon)

Lacedon (Aquatic Ghoul) CR 1

XP 400
CE Medium undead (aquatic)
Init +2; Senses darkvision 60 ft.; Perception +7

DEFENSE

AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 13 (2d8+4)
Fort +2, Ref +2, Will +5
Defensive Abilities channel resistance +2

OFFENSE

Speed 30 ft., swim 30 ft.
Melee bite +3 (1d6+1 plus disease and paralysis) and 2 claws +3 (1d6+1 plus paralysis)
Special Attacks paralysis (1d4+1 rounds, DC 13, elves are immune to this effect)

STATISTICS

Str 13, Dex 15, Con —, Int 13, Wis 14, Cha 14
Base Atk +1; CMB +2; CMD 14
Feats Weapon Finesse
Skills Acrobatics +4, Climb +6, Perception +7, Stealth +7, Swim +6
Languages Common

SPECIAL ABILITIES

Disease (Su)

Ghoul Fever: Bite—injury; save Fort DC 13; onset 1 day; frequency 1 day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based.

A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast.

Ecology

Environment any land
Organization solitary, gang (2–4), or wing (7–12)
Treasure standard

scroll to top