Male ghoul rogue 6
CE Medium undead
Init +8; Senses darkvision 60 ft.; Perception +14
AC 19, touch 17, flat-footed 14 (+2 deflection, +4 Dex, +1 dodge, +2 natural)(uncanny dodge)
hp 60 (2d8+6d8+24)
Fort +5, Ref +9, Will +8; evasion
Immune undead traits
Speed 30 ft.
Melee bite +10 (1d6+3 plus disease and paralysis) and 2 claws +10 (1d4+3 plus paralysis)
Special Attacks paralysis (1d4+1 rounds, DC 13, elves are immune to this effect), sneak attack +3d6
During Combat It relies on his surprise attack ability to disable an opponent on the first round of combat. He prefers hit-and-run tactics to merely slugging it out with the PCs, and either flees to the northeast (with the intent of sneaking up on them later) or hides in the water of area A11.
Morale It would rather live and seek revenge than die at the hands of surface-dwellers. If brought below 20 hit points, he flees to the northeast... though he may return later and skulk about the city, possibly running into the PCs at an inopportune time.
Str 16, Dex 19, Con —, Int 10, Wis 17, Cha 16
Base Atk +5; CMB +8; CMD 25
Feats Dodge, Improved Initiative, Weapon Finesse, Weapon Focus (bite), Weapon Focus (claw)
Skills Acrobatics +15, Bluff +14, Climb +14, Intimidate +14, Perception +14, Stealth +15, Swim +14
Languages Aklo, Common
SQ fast stealth, surprise attack, trapfinding +3
Other Gear ring of protection +2
Ghoul Fever: Bite—injury; save Fort DC 13; onset 1 day; frequency 1/day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based.
A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast.
Fast Stealth (Ex)
This ability allows a rogue to move at full speed using the Stealth skill without penalty.
Surprise Attack (Ex)
During the surprise round, opponents are always considered flat-footed to a rogue with this ability, even if they have already acted.
A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Uncanny Dodge (Ex)
Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.