Straugh
CREATURE 10When skirmishes break out between tunneling ghouls and creatures that dwell beneath the surface of Golarion, there's a chance that ghoul fever could infect such animals, producing strange new variants of ghoul beasts. However, letting the natural corruption run its course sometimes results in unsatisfying monsters, so some necromancers speed the process. This is the situation that led to the creation of the first straugh. A priest of Kabriri made the monstrosity to defend a claimed cemetery from another sect of ghouls who were preying upon the interred bodies. In some places, ghouls use straughs to tunnel into rival warrens or highly fortified mausoleums.
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.
It can regain Hit Points from any given corpse only once.
Unaware that its vocal organs have withered and decayed, the straugh instinctively but ineffectively attempts to screech, instead releasing malodorous gas, half-digested corpse flesh, and small swarms of maggots from its open beak. The straugh releases a disgusting cloud of gas and decaying detritus in a 15-foot cone; any creature within the area must attempt a DC 28 Fortitude save. On a failure, the creature is Sickened 2. On a critical failure, the creature also takes a -5 foot status penalty to its Speeds for 1 round. Any creature that succeeds at the save is temporarily immune to Fetid Screech for 24 hours.
Effect: Fetid Screech (Critical Failure)
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.
A straugh can burrow through solid stone at a Speed of 10 feet. It can leave a tunnel if it desires, and it usually does.
The monster can instead use Improved Grab as an action and choose one creature it's grabbing or restraining with an appendage that has Improved Grab to automatically extend that condition to the end of the monster's next turn.