Goemul

Goemul

Goemul CR 11

The stench of death assaults your senses as a strange amalgamation of rotting remains, wood, and vegetations rises from the disgusting water. It’s eyes glow an unnatural blue and stare at you intently as one of its malformed limbs reaches down into the murk briefly before the massive thing rips upward with a wave and sends an enormous rock hurtling right at you!

XP 12,800
NG Huge undead (leshy)
Init –1; Senses darkvision 60 ft., low-light vision; Perception +12

AC 25, touch 11, flat-footed 25 (+4 deflection, –1 Dex, +14 natural, –2 size)
hp 136 (16d8+64)
Fort +13, Ref +4, Will +10; DR 10/slashing; Immune plant traits, undead traits, electricity, sonic

Speed 30 ft.
Melee 2 slams +20 (2d6+9 plus 1d8 negative energy, Crit 19–20/x2)
Ranged rock +10 (2d6+13)
Space 15 ft.; Reach 15 ft.
Special Attacks rock throwing (180 ft.), trample (2d6+13, DC 25)
Spell-Like Abilities (CL 32nd concentration +36)

Constant—pass without trace

Before Combat The goemul keeps beneath the waterline (one preferably impossible to see through without the use of magic) and as soon as it perceives a creature above it, rises up to evaluate it.

During Combat After throwing a rock at range it charges forward, engaging as many targets in melee combat as possible.

Morale The goemul is compelled to fight to the death.

Str 29, Dex 8, Con —, Int 12, Wis 16, Cha 18
Base Atk +12; CMB +23; CMD 36
Feats Alertness, Improved Critical (slam), Improved Sunder, Iron Will, Power Attack, Weapon Focus (slam)
Skills Diplomacy +12, Intimidate +12, Knowledge (nature) +9, Perception +12, Sense Motive +9, Stealth –9 (+7 in forests); Racial Modifiers +16 Stealth in forests
Languages Common, Druidic, Sylvan, Treant
SQ animate corpses, deadspeech, double damage against objects

Animate Corpses (Sp)

A goemul can animate any corpses within 180 feet at will, controlling up to two creatures at a time (of a combined HD equal to the goemul’s). It takes 1 full round for a corpse to rise, after which it moves at a speed of 10 feet and fights as a goemul (although it has only one slam attack and lacks the goemul’s animation and rock-throwing abilities). If the goemul that animated it terminates the animation, moves out of range, or is incapacitated, the corpse immediately falls prone wherever it is and returns to its normal state.

Change Shape (Su)

Goemul can transform into rotting remains, with results similar to the tree shape spell. In this form, the goemul appears as a recently killed creature of Small size. A goemul can assume this form or revert to its true form as a swift action.

Deadspeech (Ex)

A goemul has the ability to converse with the dead as if subject to a continual speak with dead spell, and most corpses greet them with an attitude of friendly or helpful.

Violent Burst (Su)

When slain, a goemul explodes in a burst of rotting matter filled with negative energy. All creatures within 30 feet of a slain goemul take 1d8 points of negative energy damage plus 1 point per HD of the slain goemul, and the surrounding area is strewn with gruesome remains of countless dead creatures, dense enough to make the region into difficult terrain for 24 hours, after which the remains change into a disgusting mold.

Environment any, swamps, underground
Organization solitary
Treasure standard

Creatures wrought by sadistic wizards, these tortured treants live an existence stretched taut between life and death. Cursed to wander for centuries, compelled to lurk beneath disgusting, brackish waterways and fetid swamps.

Aventyr Bestiary © 2017 AAW GAMES LLC Authors Mike Myler, Jonathan G. Nelson Developers, Michael Allen, Curtis Baum, Wolfgang Baur, Brian Berg, Adam Daigle, Jeffrey Gomez, Joshua Gullion, Jacob Kellogg, Jared Jeanquart, Juan Lucha, Justin Andrew Mason, Jonathan McAnulty, Michael McCarthy, Raven Mimura, Brian Wiborg Monster, Will Myers, Mike Myler, Jason Nelson, Jonathan G. Nelson, Owen K.C. Stephens, Colin Stricklin, Cory Vickruck, Stephen Yeardley Jonathan G. Nelson