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Zeal-damned GhoulCreature 10


UncommonCEMediumGhoulUndead
Source Pathfinder #161: Belly of the Black Whale
Perception +21 (darkvision)
Languages Common, Necril
Skills Acrobatics +22, Athletics +20, Deception +18, Stealth +22
Str +4, Dex +6, Con +3, Int +0, Wis +3, Cha +2

AC 29; Fort +19; Reflex +22; Will +19;
HP 175
Speed 30 feet (burrow 5 feet)

jaws One Action +22 (+17, +12) to hit (finesse) 2d6+8 Piercing + 1d6 Chaotic + 1d6 Negative
claws One Action +22 (+18, +14) to hit (agile, finesse) 2d4+8 Slashing + 1d6 Negative + 1d6 Chaotic

Consume Flesh One Action (manipulate)

Requirements The ghoul is adjacent to the corpse of an evil or chaotic creature that died within the last hour.


Effect The ghoul devours a chunk of the corpse and regains 6d6 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 zeal-damned ghoul the next midnight.

Paralysis (incapacitation, occult, necromancy)

Any living, non-elf creature hit by a ghoul's attack must succeed at a DC 27 fortitude save or become Paralyzed. It 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 One Action (move)

The ghoul jumps up to half its Speed. This movement doesn't trigger reactions.



Traits

Uncommon

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.