Size:
Type:
Form:
Temper:
# App:
Lair:
Diet:
Combat Dice:
Hit Points:
Attack Rank:
Passive Defense:
Active Defense:
Damage Reduction:
Role:
Ground:
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:

Actions/Abilities/Traits:
(d20)
Actions/Abilities/Traits: (d20)
Action
2 slams
14 (1d6+6 plus misfortune)
Action
bite
14 (1d8+6 plus misfortune)

Actions/Abilities/Traits:
(OSR)
Actions/Abilities/Traits: (OSR)
Special
|Broken Ground|Channel|Resistance|Fast Healing|Misfortune
The ground in a 30-foot radius around a guecubu ripples and shudders unnaturally. This transforms the area surrounding a guecubu into difficult terrain. A guecubu can move through this area with no penalty. Consecrated ground cannot be affected by this ability, nor can any area warded by a magic circle against chaos or a magic circle against evil.
Special
|Broken Ground|Channel|Resistance|Fast Healing|Misfortune
You are less easily affected by clerics or paladins. You add +2 to saves made to resist the effects of channel energy, including effects that rely on the use of channel energy.
Special
|Broken Ground|Channel|Resistance|Fast Healing|Misfortune
You regain hit points at 5 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately.
Special
|Broken Ground|Channel|Resistance|Fast Healing|Misfortune
A creature struck by a guecubu must make a Wand save or become permanently cursed with misfortune. The victim of this curse suffers a -4 penalty on all attack rolls, saving throws, and skill checks, and any critical threat against the victim automatically confirms. If a guecubu hits a creature already suffering from this curse, the victim must make a Spell save or be staggered for 1 round. This is a curse effect.

Actions/Abilities/Traits:
(Pathfinder 1e)
Actions/Abilities/Traits: (Pathfinder 1e)
Action
Feat 1
Combat Expertise
Action
Feat 2
Dodge
Action
Feat 3
Improved Initiative
Action
Feat 4
Mobility
Action
Feat 5
Spring Attack
Action
Feat 6
Whirlwind Attack
Action
Melee 1
bite +14 (1d8+6 plus misfortune)
Action
Melee 2
2 slams +14 (1d6+6 plus misfortune)
Special
1/day
spike stones (DC 19), transmute mud to rock (DC 20), transmute rock to mud (DC 20)
Special
3/day
soften earth and stone, spike growth (DC 18)
Special
At will
stone shape
Special
Broken Ground (Su)
The ground in a 30-foot radius around a guecubu ripples and shudders unnaturally. This transforms the area surrounding a guecubu into difficult terrain. A guecubu can move through this area with no penalty. Consecrated ground cannot be affected by this ability, nor can any area warded by a magic circle against chaos or a magic circle against evil.
Special
Misfortune (Su)
A creature struck by a guecubu must make a DC 20 Will save or become permanently cursed with misfortune. The victim of this curse takes a -4 penalty on all attack rolls, saving throws, and skill checks, and any critical threat against the victim automatically confirms. If a guecubu hits a creature already suffering from this curse, the victim must make a DC 20 Will save or be staggered for 1 round. This is a curse effect. The save DC is Charisma-based.

Actions/Abilities/Traits:
(Pathfinder 2e)
Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Break Ground
(arcane, earth, transmutation) The guecubu stomps, and the ground breaks and ripples in a 30-foot emanation, erupting in razor-sharp, crisscrossing spikes of rock that deal 3d8 piercing damage to creatures in the area (DC 26 basic Reflex save). The area becomes difficult terrain and hazardous terrain, with each square dealing 3 piercing damage to a creature that moves through it. A guecubu is immune to these effects. Ground under the effects of a consecrate ritual or a circle of protection spell tuned against evil or chaos can't be affected by this ability.
Ability
Earth Glide
The guecubu can Burrow through any earthen matter, including rock. When it does so, the guecubu moves at its full burrow Speed, leaving no tunnels or signs of its passing.
Ability
Primal Innate Spells
DC 26; 4th shape stone (at will)
Ability
Shove into Stone
(arcane, earth, transmutation) When the guecubu successfully Shoves a creature into a stone barrier, the target must succeed at a DC 26 Reflex save or become merged with the barrier, with the effects of meld into stone until the target Escapes (DC 26).
Ability
Wrathful Misfortune
(arcane, curse, enchantment) A creature damaged by a guecubu must succeed at a DC 26 Will save or become cursed with consummate bad luck. The creature becomes clumsy 2. Each time that creature rolls initiative, on their next roll they must roll twice and use the worse result; this is a misfortune effect.
Offense
Melee
Circumstance: combat round (melee)
jaws +20 [+16/+12] (agile), Damage 2d8+8 piercing plus wrathful misfortune
Trait
Earth
Effects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a magical connection to that element. Planes with this trait are mostly solid, with caverns and other hollow pockets.
Trait
Undead
Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don't benefit from healing effects.
Immunity
death effects
disease
paralyzed
poison
unconscious
Language
Common
Necril
Perception
darkvision
tremorsense (imprecise) 60 feet
Resistance
electricity 10
physical 10 (except bludgeoning)