Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Calculated Blow
The gurgist makes a melee Strike, aiming for their target's weak points and taking their time to line up a precise blow. If this Strike hits, the gurgist deals an additional 1d8 precision damage, and the target must succeed at a DC 23 Fortitude save or become clumsy 2 for 1 minute.
Ability
Consecration Vulnerability
A gurgist in a place of worship dedicated to a non-evil deity or on sacred ground, such as an area blessed by sanctified ground, is slowed 1.
Ability
Death Gasp
(divine, necromancy) The gurgist draws in a deep breath and holds it, temporarily suspending their biological processes and becoming undead. The gurgist gains the undead trait and becomes immune to bleed, death effects, disease, paralyzed, poison, and sleep. Any such effects the gurgist is currently suffering from are suspended, but take effect again once they take a breath. Death Gasp lasts as long as the gurgist holds their breath (up to 9 rounds).
Ability
Nourishing Feast
The gurgist spends 1 hour consuming 1 Bulk of raw meat to reverse their body's putrescence. For 1 hour, the gurgist appears to be a pale, bloated human. They have an automatic result of 32 on Deception checks and DCs to pass as a non-mortic human. While under the effects of Nourishing Feast, Rotting Flesh ceases to function.
Ability
Rotting Flesh
Any creature that hits the gurgist with an unarmed attack, tries to Grapple them, or otherwise touches the gurgist is covered with rotten flesh and putrid fluids. The creature must succeed at a DC 22 Fortitude save or become sickened 1 (sickened 2 on a critical failure).
Ability
Tackle
The gurgist Strides twice and then attempts to Grapple a creature. On a success, the target is also knocked prone.
Offense
Melee
Circumstance: combat round (melee)
maul +18 [+13/+8] (magical, shove), Damage 1d12+8 bludgeoning plus Knockdown
Offense
Ranged
Circumstance: combat round (ranged)
composite shortbow +14 [+9/+4] (deadly d10, propulsive, range increment 60 feet), Damage 1d6+5 piercing
Trait
Human
A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Trait
Mortic
Mortics are living humanoids with close ties to undeath. They have darkvision, negative healing, and vulnerabilities to sacred ground, and they can become undead by holding their breath.
Item
+1 maul
composite shortbow (20 arrows)
hide armor
Language
Common
Necril
Perception
darkvision
Weakness
slashing 5