Library / Bestiary

Ghorazagh

CR 13.00 Aberration NE Large HD 15
With an armored spherical body, numerous tentacular legs, and a multi-eyed visage, this creature is truly hideous.

Ghorazaghs—or gore weavers—float like tumorous specters through the deepest, most alien cavities of the lightless underground, preying upon the wretched vermin of those horrid places. Cunning, with minds and drives unknowable and obscene to those of lands above, the gore weavers only recently became aware of the fertility and bounty of the surface world and are now slowly turning their ebon eyes upward.

While ghorazaghs can digest nearly anything, they are incapable of digesting blood. Their digestive systems process flesh, bone, and all other organic material, filtering out blood and storing it in large reservoirs within their bodies, whereupon the blood is mixed internally with mucus and other strange fluids to form a thick, gluelike substance. While a ghorazagh can spray this fluid as an attack to impede prey, the primary use of the foul substance is as a building material. Ghorazagh hives are constructed entirely of this material, which when it dries has the strength of metal while retaining a dark red resinlike appearance. A ghorazagh hive is a nightmare place as a result—twisting tunnels with an eerily organic appearance that can wind for miles on end.

HP
187 (15d8+120)
AC
26, touch 12, flat-footed 23 (+3 Dex, +14 natural, -1 size)
Init
+3
Speed
40 ft., climb 40 ft., fly 40 ft. (perfect)
Fort
+15
Ref
+10
Will
+12
BAB
+11
CMB
+18
CMD
31
Melee
bite +16 (2d6+6), 2 claws +16 (1d8+6), 4 tentacles +14 (1d6+3 and grab)
Space
10 ft.
Reach
10 ft.
str
22
+6
dex
17
+3
con
26
+8
int
15
+2
wis
17
+3
cha
16
+3

blood drain (1d4 Con)

Bloodspray — Once every 1d4 rounds, a ghorazagh can unleash a 20-foot cone of blood and eldritch enzymes. Any living creature struck by a ghorazagh's bloodspray must make a DC 25 Fortitude save or be affected as by the spell slow. A slowed creature struck by a ghorazagh's bloodspray a second time must make an additional save or be paralyzed. These effects last for 2d6 rounds. A ghorazagh can also consciously alter its enzymes, producing a spray that removes all effects of this ability. The save DC is Constitution-based.

Universal Monster Rules

Blood Drain (1d4 Con) Ex from Universal Monster Rule
The creature drains blood at the end of its turn if it grapples a foe, inflicting Constitution damage.

Special Abilities

Bloodspray from text
Once every 1d4 rounds, a ghorazagh can unleash a 20-foot cone of blood and eldritch enzymes. Any living creature struck by a ghorazagh's bloodspray must make a DC 25 Fortitude save or be affected as by the spell slow. A slowed creature struck by a ghorazagh's bloodspray a second time must make an additional save or be paralyzed. These effects last for 2d6 rounds. A ghorazagh can also consciously alter its enzymes, producing a spray that removes all effects of this ability. The save DC is Constitution-based.

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.

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
Flyby Attack from Feat

When flying, the creature can take a move action and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.

Great Fortitude from Feat

You get a +2 bonus on all Fortitude saving throws.

Calculated: +2 Fort
Improved Bull Rush from Feat

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.

Calculated: +2 Maneuver Check Bonus
Lightning Reflexes from Feat

You get a +2 bonus on all Reflex saving throws.

Calculated: +2 Ref
Multiattack from Feat

The creature's secondary attacks with natural weapons take only a –2 penalty.

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.

Bluff +18, Climb +14, Fly +27, Knowledge (dungeoneering) +17, Perception +21, Stealth +17, Survival +21

Details
Type
Aberration
Alignment
NE
Size
Large
Environment
any underground
Organization
solitary, pair, colony (3-9), or hive (10-40, including 6 brood guards of 17 HD and 1 hive lord of 21 HD)
Treasure
standard
Senses
bloodsense, darkvision 30 ft.; Perception +21
Languages
Aklo; chemical communication
Source
Bestiary 3
Source

Bestiary 3

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
6 House/Core 2 Recognized publisher
View references and cross-links for Ghorazagh

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