Upheaval

Festrog

CR 1, NE Medium Undead

Senses: Perception 6, Darkvision 60, ScentThis special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights. The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a creature detects a scent, the exact location of the source is not revealed-only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source's location. A creature with the scent ability can follow tracks by smell with a perception check instead of using the Track skill.

Speed: 30 ft.  Skills: Athletics 4, Stealth 6

Languages: Common

Ability Scores: Str 17, Dex 13 (+1), Con --, Int 10 (+3), Wis 12 (+4), Cha 11 (+3)

INIT: +1  CP: +1  HP: 9 (2d8)  SA: --  DC: 14

AC: 14  Touch: 11  Flat-footed: 13 [+1 Dodge, +3 Natural]

SR: --  Vulnerable: Good 1  Resistant: --  Bypass: --

Immunity: Bleed, Poison, Necrotic, Psychic  Effect Immunity: Con Save Effects, Death Effects, Disease, Fatigue, Life Drain, Mental Effects, Paralysis, Ability Damage, Sleep, Stun, Suffocation, Starvation

QUALITIES

Diseased Pustules (ex, Disease) - When this creature takes damage from a piercing or slashing weapon, some of its boils rupture, squirting the attacker with puslike fluids. The noxious secretions carry a potent contact disease that causes those infected to break out into painful necrotic boils: Disease-contact; DC 11; onset 1 day; frequency 1/day; effect 1d4 Con; cure 1 save.

ACTIONS
Attacks

Charging Trip (Full Round)(ex) - If this creature makes a successful charge attack it can attempt to trip its opponent as a free action.

Fleet (Full Round)(ex) - When using a full-round action to move double its speed, the Festrog can also use its bonus action to run its movement in feet again.

DESCRIPTION

Environment: any land

Organization: None

Treasure: standard

This hideously malformed, hairless, pustule-covered corpse moves and snarls more like an undead hound than an undead man.

A festrog is an undead abomination spawned when a creature is killed by a massive release of negative energy (perhaps due to planar bleeding, the destruction of a potent artifact, or even certain magical attacks by powerful undead), and then mutilated by an outside force, such as the scavenging of wild animals. Sometimes called dog-ghouls for their ability to run on all fours, the name often causes opponents to misinterpret this creature's abilities and grossly underestimate its intelligence, for the festrog is in fact a rather canny monstrosity. Festrogs inhabit remote areas near places where they were slain. It's not uncommon for a tribe of festrogs to share territories with ghouls. Most festrogs gather in small bands, based on whatever loose affiliations they might recall from when they were alive, and choose dwellings in sunless areas easily defended with group tactics. Like ghouls, they tend to skulk about graveyards, though they prefer ones with tombs and mausoleums so they can hide during the day. They hunt nocturnally in packs, preferring open areas like plains, farmlands, or open forests where they can track down prey with few places for it to run or hide. These packs wander seminomadically, often traveling miles beyond their dwellings in pursuit of mortal flesh.