Ghoul Commander; CR: 8; XP: 4,800; Ghoul Antipaladin 7 Align: CE; Medium undead
Init: +3; Senses: darkvision 60 ft.; Perception +15, Aura cowardice (10 ft.)
DEFENSE: AC: 21; TAC: 13; FFAC: 18; HD: 2d8+7d10+52; HP: 99; Saves: For: +13, Ref: +9, Will: +15; Special: channel resistance +2; Immune disease, undead traits
OFFENSE: Speed: 20 ft.; Melee: masterwork greateaxe +15/+10 (1d12+7/19-20/x3), bite +8 (1d6+2 plus disease and paralysis) or bite +13 (1d6+5 plus disease and paralysis), 2 claws +13 (1d6+5 plus paralysis); Ranged: masterwork composite shortbow +12/+7 (1d6+5/x3); Special Attacks: channel negative energy (DC 17, 4d6), disease (DC 15), paralysis (1d4+1 rounds, DC 15, elves are immune to this effect), smite good 3/day (+4 attack and AC, +7 damage)
Spell-Like Abilities (CL 7th, concentration +11)
At Will - detect good
Antipaladin Spells Prepared (CL 4th; concentration +11)
1st - disguise self, inflict light wounds (DC 15)
2nd - desecrate
Statistics: Str: 20; Dex: 17; Con: - ; Int: 13; Wis: 16; Cha: 18; BAB: +8; CMB: +13; CMD: 26
Feats: Cleave, Improved Critical (greataxe), Power Attack, Toughness, Weapon Focus (greataxe)
Skills: Undead/Antipaladin (2+Int): Bluff (Ch)(c) +11, Climb (S)(c), Craft ( ) (I)(c), Disguise (Ch)(c), Fly (D)(c), Handle Animal (Ch*)(c), Intimidate (Ch)(c) +16, Knowledge (Arcana) (I*)(c), Knowledge (Religion) (I*)(c), Perception (W)(c) +15, Profession ( ) (W*)(c), Ride (D)(c) +12, Sense Motive (W)(c), Spellcraft (I*)(c), Stealth (D)(c)
Languages: Common, Undercommon
Special Qualities: cruelties (fatigued, staggered), fiendish boon (fiendish dire boar servant), touch of corruption 7/day (3d6)
Special Abilities:
Disease (Su): Ghoul Fever: Bite – injury; save For DC 15; 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 ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast.
Organization: solitary, gang (2-4), or pack (7-12)
Treasure: standard, NPC Gear (scroll of inflict serious wounds, mwk breastplate, mwk composite shortbow, arrows (20), mwk greataxe, belt of giant strength +2), 79 gp
Fiendish Dire Boar Servant; CR: -; XP: -; Align: N; Large animal
Init: +4; Senses: low-light vision, scent; Perception +12
DEFENSE: AC: 15 ; TAC: 9 ; FFAC: 15; HD: 5d8+20; HP: 42; Saves: For: +7 , Ref: +4, Will:+2; Defensive Abilities: ferocity
OFFENSE: Speed: 40 ft. ; Melee: gore +8 melee (2d6+9);
Statistics: Str: 23 ; Dex: 10 ; Con: 17 ; Int: 2 ; Wis: 13 ; Cha: 8 ; BAB: +3 ; CMB: +10 ; CMD: 20
Feats: Improved Initiative, Skill Focus (Perception), Toughness
Skills: Perception +12
Organization: solitary, pair, or herd (3-8)
Treasure: none