Library / Bestiary

Gallowdead

CR 16.00 Undead CE Medium HD 24
This skeletal horror staggers under the weight of the massive hook and chain impaling the bones of its midsection.

Some tyrants execute criminals, traitors, or those who dare insurrection on the end of hooked and spiked chains. Leaving the criminal to painfully hang and rot sends a message to those who would dare commit the same crimes. Sometimes such savage deaths have a strange and terrible consequence: the victim rises, grabs the instrument of its execution, and becomes a servant of those who condemned it.

HP
228 (24d8+120)
AC
31, touch 15, flat-footed 26 (+4 Dex, +1 dodge, +16 natural)
Init
+8
Speed
30 ft.
Fort
+13
Ref
+12
Will
+17
BAB
+18
CMB
+25
CMD
40
Melee
spiked chain +26/+21/+16/+11 (2d4+10/19–20 plus chains of the dead) or 2 claws +25 (2d8+7)<p class="stat-block-2"><b>Special Attack</b> chains of the dead</p>
Space
5 ft.
Reach
5 ft. (10 ft. with spiked chain)
DR
10/bludgeoning
Defensive Abilities
channel resistance +6
Aura
whispers (30 ft., DC 27)
str
24
+7
dex
19
+4
con
-
int
11
+0
wis
16
+3
cha
21
+5

Weapons: Simple

Universal Monster Rules

Channel Resistance (+6) Ex from Universal Monster Rule
A creature with this special quality (usually an undead) is less easily affected by channel energy. A creature with channel resistance adds its listed bonus on saves to resist the effects of channel energy, including effects that rely on the use of channel energy (such as the Command Undead feat).

Special Abilities

Chains Of The Dead (spiked chain) from rider

Feats, Traits & Items

Bleeding Critical from Feat

Whenever you score a critical hit with a slashing or piercing weapon, your opponent takes 2d6 points of bleed damage (see Conditions) each round on his turn, in addition to the damage dealt by the critical hit. Bleed damage can be stopped by a DC 15 Heal skill check or through any magical healing. The effects of this feat stack.

Combat Reflexes from Feat

You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

Critical Focus from Feat

You receive a +4 circumstance bonus on attack rolls made to confirm critical hits.

Situational: to confirm critical hits: +4 circumstance attack rolls
Dodge from Feat

You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Calculated: +1 Ac
Improved Critical (spiked chain) from Feat

When using the weapon you selected, your threat range is doubled.

You get a +4 bonus on initiative checks.

Calculated: +4 Initiative

When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack three times and add the results together before adding bonuses from Strength, weapon special abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.

Lunge from Feat

You can increase the reach of your melee attacks by 5 feet until the end of your turn by taking a –2 penalty to your AC until your next turn. You must decide to use this ability before any attacks are made.

Power Attack from Feat

You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Step Up from Feat

Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action so long as you end up adjacent to the foe that triggered this ability. If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement.

Vital Strike from Feat

When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.

Weapon Focus (spiked chain) from Feat

You gain a +1 bonus on all attack rolls you make using the selected weapon.

Calculated: +1 Attack Bonus

Climb +34, Escape Artist +28, Intimidate +32, Swim +31

Details
Type
Undead
Alignment
CE
Size
Medium
Environment
any
Organization
solitary, pair, or plague (3–18)
Treasure
standard
Senses
darkvision 60 ft.; Perception +3
Aura
whispers (30 ft., DC 27)
Languages
Common
Source
Bestiary 4
Source

Bestiary 4

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
12 House/Core
View references and cross-links for Gallowdead

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