Ghoul AntipaladinCreature 9
Source Pathfinder #184: The Ghouls Hunger
Perception +15 (darkvison)
Languages Common, Necril
Skills Acrobatics +18, Athletics +20, Intimidation +20, Lore +18, Religion +18, Survival +18
Str +6, Dex +4, Con +6, Int +1, Wis +4, Cha +4
AC 29 31 with shield raised; Fort +21; Reflex +15; Will +18;
HP 155 (negative healing)
Speed 20 feet
Immunities death effects, disease, paralyzed, poison, unconscious
Jaws +19 (+14, +9) to hit 2d8+11 Piercing
Claw +19 (+15, +11) to hit (agile) 2d6+9 Slashing
Flail +19 (+14, +9) to hit (disarm, sweep, trip) 2d10+13 Bludgeoning
Heavy Crossbow +19 (+14, +9) to hit (range increment 120, reload 2) 2d8+11 Piercing
Darkvision
A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.
Negative HealingA creature with negative healing draws health from negative energy rather than positive energy. It is damaged by positive damage and is not healed by positive healing effects. It does not take negative damage, and it is healed by negative effects that heal undead.
Destructive VengeanceTrigger The ghoul antipaladin takes damage from an enemy within 15 feet
Effect The ghoul antipaladin increases the amount of damage they take by 3d6, and they deal 3d6 damage to the triggering enemy, choosing evil or negative damage to deal to the enemy each time the antipaladin uses this reaction. In addition, the antipaladin deals 4]4 extra Damage of the chosen type with their Strikes against the triggering creature until the end of the antipaladin's turn. An enemy damaged from the ghoul antipaladin's Destructive Vengeance also takes 4 Persistent Evil Damage; this applies only to the damage the reaction itself deals to the triggering creature, not the damage the antipaladin deals with subsequent Strikes.
Shield BlockTrigger The monster has its shield raised and takes damage from a physical attack.
Effect The monster snaps its shield into place to deflect a blow. The shield prevents the monster from taking an amount of damage up to the shield's Hardness. The monster and the shield each take any remaining damage, possibly breaking or destroying the shield.
Consume Flesh (manipulate)Requirements The ghoul antipaladin is adjacent to the corpse of a creature that died within the last hour
Effect The ghoul antipaladin devours a chunk of the corpse and regains 4d6 Hit Points. It can regain Hit Points from any given corpse only once.
Ghoul Fever (disease)Saving Throw DC 27 fortitude
Stage 1 carrier with no ill effect (1 day)
Stage 2 2d6 negative damage and regains half as many Hit Points from all healing (1 day)
Stage 3 as stage 2 (1 day)
Stage 4 2d6 negative damage and gains no benefit from healing (1 day)
Stage 5 as stage 4 (1 day)
Stage 6 dead, and rises as a Ghoul the next midnight.
Paralysis (incapacitation, necromancy, occult)Any living, non-elf creature hit by a ghoul antipaladin's attack must succeed at a DC 25 fortitude save or become Paralyzed. The creature can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save.
Swift Leap (move)The ghoul antipaladin jumps up to half its Speed. This movement doesn't trigger reactions.
Divine Focus Spells (DC 25, +17 to hit)
1st Level: Touch of Corruption, Touch of Corruption (Healing)
The church of Kabriri selects only the most devoted and deadly ghouls to protect their libraries of secret-filled tomes.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.