Variant shrine-blessed human dread ghoul rogue 6
CE Medium undead (augmented humanoid)
Init +5; Senses darkvision 60 ft., scent; Perception +12
AC 21, touch 16, flat-footed 15 (+3 armor, +5 Dex, +1 dodge, +2 natural) (+2 vs. good creatures)
hp 78 (6d8+48)
Fort +8, Ref +12, Will +7; +2 vs. good creatures
Defensive Abilities channel resistance +2, evasion, trap sense +2, uncanny dodge; Immune undead traits
Speed 30 ft., climb 30 ft.
Melee bite +13 (1d6+6 plus paralysis), 2 claws +12 (1d6+6 plus paralysis)
Special Attacks command ghouls, create spawn, death burst, paralysis (1d4+1 rounds, DC 17; elves are immune to this effect), sneak attack +3d6
During Combat Corpulent ghouls flank with each other in order to sneak attack their opponents. If a ghoul successfully paralyzes an opponent, it abandons this tactic and immediately begins feeding on its victim, ignoring other foes.
Morale Corpulent ghouls fight until destroyed, exploding in a shower of gore and disease-ridden flesh.
Str 16, Dex 21, Con —, Int 12, Wis 16, Cha 18
Base Atk +4; CMB +7; CMD 23
Feats Combat Reflexes, Dodge, Toughness, Weapon Finesse, Weapon Focus (bite)
Skills Acrobatics +14, Bluff +13, Climb +20, Escape Artist +14, Intimidate +13, Knowledge (religion) +7, Perception +12, Sense Motive +12, Sleight of Hand +14, Stealth +14
Languages Common, Necril
SQ rogue talents (bleeding attack +3, finesse rogue, surprise attack), trapfinding +3
Gear +1 leather armor, amulet of mighty fists +1
Command Ghouls (Su)
A dread ghoul can automatically command all normal ghouls within 30 feet as a free action. Normal ghouls never attack a dread ghoul unless compelled.
Create Spawn (Su)
Any creature killed by a dread ghoul that lies undisturbed and uneaten until the next midnight rises as a dread ghoul at that time. The new dread ghoul is not under the control of its creator. A protection from evil or gentle repose spell cast on the corpse prevents this.
Death Burst (Ex)
Overstuffed from ravenous consumption, the bellies of these corpulent ghouls explode in a burst of filth when killed. All adjacent creatures are exposed to this gore and must make a DC 17 Fortitude save to avoid being sickened for 1d6 rounds and contracting ghoul fever.
Ghoul Fever: Death Burst—contact; save Fort DC 17; onset 1 day; frequency 1/day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves.