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Trighoul

Despite the name given by orcs of the Dirt Sea, the trighoul is not a ghoul at all, but a mutagenic abomination. Its three tentacles bristle with hundreds of neural spines that let it “glide” across the sands at high speed and manipulate the nervous system of a corpse through the spinal column. Trighouls were originally created over a thousand years ago by fleshwarpers aligned with the Whispering Tyrant, giving them to raiders as weapons. While the use of trighouls is now regarded with shame and disgust, some still take advantage of the creatures to lure enemies to their deaths using the corpses of their slain comrades.

Recall Knowledge - Aberration (Occultism): DC 29
Unspecific Lore: DC 27
Specific Lore: DC 24

Elite | Normal | Weak
Proficiency without Level

TrighoulCreature 8

Rare Large Aberration 
Source Pathfinder #208: Hoof, Cinder, and Storm pg. 86
Perception +12; darkvision
Languages Aklo, Common, Necril, Orcish
Skills Acrobatics +18, Athletics +16, Deception +17 (+19 when manipulating a corpse), Stealth +18 (+20 in sand)
Str +4, Dex +6, Con +3, Int +4, Wis +3, Cha +3
AC 27; Fort +13, Ref +19, Will +16
HP 100 (body)
HP 20 (tentacle), (tentacle regrowth); Resistances fire 10; Weaknesses pain sensitivity
Pain Sensitivity When a trighoul's tentacle is severed, it becomes stunned 1. Its Speed is reduced by 15 feet until the tentacle is regrown.Tentacle Regrowth A trighoul ordinarily has three tentacles. A creature can attempt to sever a tentacle by specifically targeting it and dealing damage equal to the tentacle's Hit Points. A tentacle that isn't severed completely returns to full Hit Points at the end of any creature's turn. A severed trighoul tentacles regrows, restored to full Hit Points, after 1d4 rounds.
Speed 45 feet
Melee [one-action] tentacle +20 [+16/+12] (agile, finesse, reach 10 feet), Damage 2d6+6 bludgeoning plus 1d6 piercing and Improved GrabMelee [one-action] jaws +20 [+16/+12] (agile, finesse), Damage 2d6+6 piercingRanged [one-action] spit +20 [+15/+10] (acid, range increment 20 feet, splash), Damage 2d8+9 acid plus 3 acid splash damagePuppeteer Corpse [one-action] (manipulate) Requirements The trighoul is hidden, and there's at least one corpse within 10 feet; Effect The trighoul attaches a tentacle to the corpse of a Large to Small creature. That tentacle replaces its Strike with a melee corpse Strike that deals bludgeoning damage equal to the total damage dealt by its tentacle. A controlled corpse is destroyed when it takes 20 Hit Points of damage. The trighoul can detach from a corpse as a single action with the manipulate trait.Puppet Show [one-action] to [three-actions] (concentrate, manipulate) Requirements The trighoul is using Puppeteer Corpse; Effect The trighoul manipulates up to three corpses to silently Impersonate the living. A creature that fails to detect the deception is off-guard to the trighoul's corpse Strike. The deception ends immediately after the trighoul attacks.

Sidebar - Treasure and Rewards Puppetmaster Serum

Orc alchemists familiar with fleshwarping techniques have synthesized an elixir called puppetmaster extract. The elixir transforms the drinker's limb into a tentacle that can temporarily animate the dead. One must take great care when crafting the serum, as incorrectly mixed batches have been known to dissolve organs from within, cause permanent paralysis, and grow tentacles in unwanted places.