Medium (Undead (aquatic))
CR 1
HP 13, hd2d12
AC 14 (+2 Dex, +2 natural), touch 12, flat-fooded 12
Fort +0, Ref +2, Will +5
Speed 30 ft. (6 squares)
Initiative +2
Spot , Listen
Standard attacks
BAB +1, Grapple +2
Full attack: Bite +2 melee (1d6+1 plus paralysis) and 2 claws +0 melee (1d3 plus paralysis)

Skills Balance +6, Climb +5, Hide +6, Jump +5, Move Silently +6, Spot +7
Feats Multiattack
Str 13
Con ?
Dex 15
Int 13
Wis 14
Cha 12
Alignment Always chaotic evil,
Environment Any aquatic,
Organisation Solitary, gang (2?4), or pack (7?12)

Lacedon speak the languages they spoke in life (usually Common). They lurk near hidden reefs or other places where ships are likely to meet their end. They have a base land speed of 30 feet and a swim speed of 30 feet and are found only in aquatic environments.


Lacedon try to attack with surprise whenever possible. They strike from behind tombstones and burst from shallow graves.
Lacedon Fever (Su): Disease?bite, Fortitude DC 12, incubation period 1 day, damage 1d3 Conand 1d3 Dex. The save DC is Charisma-based.
An afflicted humanoid who dies of ghoul fever rises as a lacedon at the next midnight. A humanoid who becomes a lacedon in this way retains none of the abilities it possessed in life. It is not under the control of any other lacedons, but it hungers for the flesh of the living and behaves like a normal lacedon in all respects.
Paralysis (Ex): Those hit by a lacedon?s bite or claw attack must succeed on a DC 12 Fortutude save or be paralyzed for 1d4+1 rounds. Elves have immunity to this paralysis. The save DC is Charisma-based.

System Reference Document -> List of Creatures (SRD)
This article is a D20 reference page
The System Reference Document is a comprehensive toolbox consisting of rules, races, classes, feats, skills, various systems, spells, magic items, and monsters compatible with the d20 System version of Dungeons & Dragons and various other roleplaying games from Wizards of the Coast.

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