Library / Bestiary

Guecubu

CR 8.00 Undead CE Medium
A skeletal carcass pulls itself from the ground, its body formed as much from earth and soil as from bones and rotting flesh.

Often when a particularly evil criminal is executed, suspicious folk fear that the criminal's remains might rise from death to continue to plague the living. To combat this possibility, many mobs or rural justices take to the practice of burning the bodies, grinding the bones, and scattering the remains in the wild. Yet in the case of particularly evil criminals, even these steps are in vain, for their will is enough to reassemble a body from earth, stone, roots, and plants drawn from the region into which the remains were scattered. Such an undead horror rises as a guecubu, a harbinger of misfortune and vengeance from beyond the grave.

A newly formed guecubu remembers well how its enemies treated it, and while the undead creature retains none of its previous life's talents, its undead state grants it many new tools to seek revenge with. Typically, a guecubu does not limit its revenge to those directly involved with its execution—entire villages and towns fall victim to its rage. The guecubu's tactics tend toward the subtle, and it seeks to spread misfortune and death on a person-by-person basis, slaying its enemies one at a time until they flee, so that all that remains is a ghost town.

A guecubu is 6 feet tall and weighs 100 pounds.

STR
22
DEX
18
CON
-
INT
13
WIS
18
CHA
21
HP
104 (11d8+55); fast healing 5
AC
21, touch 15, flat-footed 16 (+4 Dex, +1 dodge, +6 natural)
Speed
30 ft., burrow 15 ft.; earth glide
Init
+8
Melee
bite +14 (1d8+6 plus misfortune), 2 slams +14 (1d6+6 plus misfortune)
BAB
+8
CMB
+14
CMD
29
Fort
+8
Ref
+7
Will
+11
DR
5/bludgeoning
Defensive Abilities
channel resistance +2

Weapons: Simple

Combat Expertise from Feat

<p class="stat-block-1"> You can choose to take a &ndash;1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by &ndash;1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.</p>

Dodge from Feat

<p class="stat-block-1"> 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.</p>

<p class="stat-block-1"> You get a +4 bonus on initiative checks.</p>

Mobility from Feat

<p class="stat-block-1"> You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.</p><p class="stat-block-2">Dodge bonuses stack with each other, unlike most types of bonuses.</p>

Spring Attack from Feat

<p class="stat-block-1"> As a full-round action, you can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10 feet before the attack and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn.</p>

Whirlwind Attack from Feat

<p class="stat-block-1"> When you use the full-attack action, you can give up your regular attacks and instead make one melee attack at your highest base attack bonus against each opponent within reach. You must make a separate attack roll against each opponent.</p><p class="stat-block-2">When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities.</p>

Acrobatics +15, Knowledge (nature) +12, Perception +18, Sense Motive +18, Stealth +18

spell-like abilities:
Details
Type
Undead
Alignment
CE
Size
Medium
Environment
any
Organization
solitary
Treasure
standard
Senses
darkvision 60 ft., tremorsense 60 ft.; Perception +18
Languages
Abyssal, Common
Source
Bestiary 3
Sources Used in This Record
12 House/Core
  • Uses feat: Combat Expertise (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Dodge (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Improved Initiative (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Mobility (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Spring Attack (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Whirlwind Attack (Feat)
    House/Core — covered by the site's Section 15.
  • Knows spell: Stone Shape (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Soften Earth And Stone (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Spike Growth (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Spike Stones (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Transmute Mud To Rock (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Transmute Rock To Mud (Spell)
    House/Core — covered by the site's Section 15.
OGL 1.0a Notice. Pathfinder-derived Open Game Content on this page is used under the Open Game License v1.0a and Section 15 notice.