Dolghast

A man, clothed only in a loin cloth, picks himself from the alley's trash pile. When he moves, you realize that horrible smell isn't from the trash, but from him instead. As he turns to you, the other half of his physique is now visible a grotesque fusing of living skin and necrotic tissue. Running down from his skull to groin, in a perfect line, is a mass of bubbling, blistering tumors. As he howls to your intrusion, the gaping hole where his cheek should be gives you visual proof that this man is half-dead, through and through.

Dolghast

CR 4

XP: 1,200

LE Medium Aberration

Init: +2; Senses: Darkvision 60', scent; Perception +11

Aura: Stench (DC 15, 1d6+4 minutes)

DEFENSE:

AC: 17, Touch 12, Flat-Footed 15 (+2 Dex, +5 natural)

HP: 39 hp (6d8+12); fast healing 5

Fort: +3; Ref: +5; Will: +5

OFFENSE:

Speed: 30 ft.

Melee: 2 claws +8 (1d6+4) plus Dissolution, Bite +3 (1d6+2)

Space: 5 ft.; Reach: 5 ft.

STATISTICS:

Str 19, Dex 14, Con 13, Int 6, Wis 11, Chr 14

Base Atk: +4; CMB: +8; CMD: 20

Feats: Alertness, Lightning Reflexes, Toughness

Skills: Perception +11, Survival +9

Languages: Undercommon

SPECIAL ABILITIES:

Dissolution (Ex): If a creature is hit by both of a dolghast's claw attacks, that creature must make a Fortitude save, DC 15, or take 1d4 points of Constitution damage and is stunned for 1 round. A successful save means only 1 point of Constitution damage is dealt and the creature is not stunned.

Half-Dead (Ex): One half of a dolghast is undead while the other is alive. Anytime the dolghast is exposed to a positive or negative energy effect, regardless of its intent, it must make a Will save against the effect. If successful, the dolghast is healed for the full amount of the effect. If not, the dolghast is damaged for the full amount of the effect. Dolghasts are also immune to death, disease, exhaustion, fatigue, paralysis, poison, sleep and stunning effects. They are not, however, undead for the purposes of any other effects.

ECOLOGY:

Environment: Underground

Organization: Solitary, band (2-5 plus 2-5 dolgrims) or company (2-5 plus 7-12 dolgaunts and 20-50 dolgrims)

Treasure: Standard

Role: Combat

Source: MoE, pg. 143

One of the later experiments by the Daelkyr during their invasion and conflict against the Dhakanni empire, the dolghast is a fusion of living and dead tissue. This places the creature in a state of eternal self-conflict and it is not uncommon for dolghasts to try to commit suicide if left leaderless for periods of time. However, the necrotic flesh of their form makes it very easy for their masters to maintain their will over them. Dolghasts, as a whole, do not take much initiative in any other action than hunting and direct physical combat, but to that end, they are fanatical. Thus, the Daelkyr use them as physical enforcers and guard dogs, knowing that they will not last long, but longer than they want to.