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Ibrique

This creature did not include a description.

Recall Knowledge - Undead (Religion): DC 41
Unspecific Lore: DC 39
Specific Lore: DC 36

Elite | Normal | Weak
Proficiency without Level

IbriqueCreature 13

Legacy Content

Unique CE Small Ghoul Undead 
Source Shadows at Sundown pg. 36
Female variant dero ghoul
Perception +5; darkvision
Languages Aklo, Common, Necril, Undercommon
Skills Acrobatics +14, Crafting +12, Deception +11, Occultism +12, Performance +11, Stealth +14
Str +4, Dex +8, Con +5, Int +6, Wis -1, Cha +5
Items +1 resilient leather armor
AC 22; Fort +12, Ref +15, Will +8
HP 200; Immunities death effects, disease, paralyzed, poison, unconscious; Weaknesses vulnerable to sunlight
Vulnerable to Sunlight Ibrique takes 20 damage for each hour she is exposed to sunlight.
Speed 25 feet, burrow 10 feet
Melee [one-action] jaws +14 [+9/+4] (finesse), Damage 3d10+10 piercing plus 2d6 negative and profane paralysis and ghoul feverMelee [one-action] claw +14 [+10/+6] (agile, finesse), Damage 3d6+10 slashing plus 2d6 negative and profane paralysisOccult Innate Spells DC 20, attack + 25; 7th sound burst; 6th modify memory, phantasmal killer, teleport; 5th dimension door; 4th confusion (×3); 2nd darkness (at will); Cantrips (7th) daze, ghost sound, telekinetic projectile
Cytillesh Stare [one-action] (concentrate, incapacitation, mental, visual) Frequency once per round; Effect Ibrique focuses her gaze on a creature she can see within 30 feet. The target is dazzled for 1 round and must succeed at a DC 20 Will save or be confused for 1 round.Ghoul Fever (disease) Saving Throw Fortitude DC 20; Stage 1 carrier with no ill effect (1 day); Stage 2 2d6 negative damage and regains half as many Hit Points from all healing (1 day); Stage 3 as stage 2 (1 day); Stage 4 2d6 negative damage and gains no benefit from healing (1 day); Stage 5 as stage 4 (1 day); Stage 6 dead, and rises as a ghoul the next midnight.Profane Paralysis (incapacitation, necromancy, occult) Any living, non-elf creature hit by the profane ghoul's attack must attempt a DC 20 Fortitude save.
Critical Success The creature is unaffected.
Success The creature is slowed 1.
Failure The creature is paralyzed. It can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save.