Gholdako
A gholdako is a dreadful undead cyclops created by the foul priests and necromancers of a fallen cyclops empire thousands of years ago. A gholdako's single eyeball is sunken and milky, and its body and limbs are wrapped tightly in ragged strips of soiled and moldering linens, much like those of a mummy, but with disturbing and incomprehensible glyphs scribbled on the ancient cloth, written in what appears to be dried blood. Layers of skin continually flake off the hideous monster's parched flesh wherever it is exposed, falling in papery strips of sickly pale yellow. The average gholdako stands 9 feet tall and weighs 500 pounds.
Gholdakos are nearly always guardians of some special relic or tomb, having been ordered to protect the object or location in life and remaining faithful to their duties even after dying. While they strive to keep their wards safe from depredations, gholdakos are nonetheless short-tempered and easy to lure away from their posts—though being caught by one of these undead giants almost always spells a gruesome and untimely end for most would-be .
- HP
- 127 (15d8+60)
- AC
- 25, touch 9, flat-footed 25 (+16 natural, –1 size)
- Speed
- 30 ft.
- Init
- +0
- Melee
- bite +17 (1d8+7), 2 claws +18 (2d8+7/19–20 plus disease)
- Space
- 10 ft.
- Reach
- 10 ft.
- BAB
- +11
- CMB
- +19 (+21 bull rush)
- CMD
- 29 (31 vs. bull rush)
- Fort
- +9
- Ref
- +5
- Will
- +10
- DR
- 5/good
- Defensive Abilities
- channel resistance +3
Weapons: Simple
Blinding Breath — Once every 1d4 rounds, a gholdako can exhale its noxious breath in a 20-foot cone, permanently blinding any creatures in the affected area unless they succeed at a DC 21 Fortitude save. The save DC is Charisma-based.
Disease — Seaside rot: Injury; save Fort DC 21; onset 1 minute; frequency 1/day; effect 1d4 Str and 1d4 Dex; cure 2 consecutive saves. The save DC is Charisma-based.
Awesome Blow, Cleave, Critical Focus, Great Cleave, Improved Bull Rush, Improved Critical (claw), Power Attack, Weapon Focus (claw)
<p class="stat-block-1"> As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.</p>
<p class="stat-block-1"> You receive a +4 circumstance bonus on attack rolls made to confirm critical hits.</p>
<p class="stat-block-1"> As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the previous foe and also within reach. If you hit, you can continue to make attacks against foes adjacent to the previous foe, so long as they are within your reach. You cannot attack an individual foe more than once during this attack action. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.</p>
<p class="stat-block-1"> You do not provoke an attack of opportunity when performing a bull rush combat maneuver. In addition, you receive a +2 bonus on checks made to bull rush a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to bull rush you.</p>
<p class="stat-block-1"> When using the weapon you selected, your threat range is doubled.</p>
<p class="stat-block-1"> 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.</p>
<p class="stat-block-1"> You gain a +1 bonus on all attack rolls you make using the selected weapon.</p>
Intimidate +22, Knowledge (history) +8, Perception +19, Sense Motive +11, Stealth +14
- Type
- Undead
- Alignment
- NE
- Size
- Large
- Environment
- warm coasts
- Organization
- solitary or guard (2–4)
- Treasure
- standard
- Senses
- darkvision 60 ft., low-light vision; Perception +19
- Languages
- Giant
- Source
- Bestiary 4
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Uses feat: Cleave (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Critical Focus (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Great Cleave (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Improved Bull Rush (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Improved Critical (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Power Attack (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Weapon Focus (Feat)House/Core — covered by the site's Section 15.
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