Skills Acrobatics +19, Athletics +19 (+21 to Grapple)
Str +6, Dex +6, Con +3, Int +1, Wis +4, Cha +4
AC 28; Fort +16, Ref +21, Will +17
HP 155, void healing; Immunities bleed, death effects, disease, paralyzed, poison, unconscious
Tear Flesh
Trigger A creature grabbed by the barnacle ghoul critically fails a skill check to Escape
Effect The barnacle ghoul makes a claw Strike against the triggering creature.
Void Healing
A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.
Speed 25 feet, climb 10 feet, swim 40 feet
Melee Jaws +21 (finesse, unarmed), Damage 2d10+10 piercing plus Fill Lungs plus Paralysis
Melee Claw +21 (agile, finesse, unarmed), Damage 2d6+10 slashing plus Grab plus Paralysis
Ranged [Two Actions] Water Jet +21 (range increment 10 feet), Damage 2d6+10 acid plus Fill Lungs
Consume Flesh(manipulate)
Requirements The barnacle ghoul is adjacent to the corpse of a creature that died within the last hour.
Effect The barnacle ghoul devours a chunk of the corpse and regains 5d6 healing Hit Points.
It can regain Hit Points from any given corpse only once.
Stage 4 drowning and cannot reduce below stage 4 until the water is purged; purging the water requires a successful DC 26 Medicine check to Administer First Aid (which stops the creature from drowning and returns the creature to stage 3; stage 2 on a critical success) or a magical effect that removes curses or the sickened condition (which stops the creature from drowning and ends the curse).
If the creature dies from drowning, it rises as a barnacle ghoul the next midnight.
Nimble Swim(move)
The barnacle ghoul Swims up to 20 feet. This movement doesn't trigger reactions.
Paralysis(incapacitation, occult)
Any living, non-elf creature hit by a ghoul's attack must succeed at a DC 26 Fortitude save or become Paralyzed.
It can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save.
Grab
Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained
Effect If used after a Strike, the monster attempts to Grapple the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.
The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.