Ghoul Murderer; CR: 8; XP: 4,800; Ghoul bard (dirge bard) 8 Align: CE; Medium undead
Init: +7; Senses: darkvision 60 ft.; Perception +15
DEFENSE: AC: 20; TAC: 13; FFAC: 17; HD: 10d8+68; HP: 113 ; Saves: For: +8, Ref: +9, Will: +11; +4 vs. necromantic effects; Special: channel resistance +2; Immune undead traits
OFFENSE: Speed: 30 ft.; Melee: bite +10 (1d6+2 plus disease and paralysis), 2 claws +11 (1d6+2 plus paralysis); Ranged: masterwork composite shortbow +11/+6 (1d6+2/x3) Special Attacks: bardic performance 24 rounds/day (move action; countersong, dirge of doom [DC 20], distraction, fascinate [DC 20], inspire competence +3, inspire courage +2, suggestion [DC 20]), disease (DC 17), paralysis (1d4+1 rounds, DC 19, elves are immune to this effect)
Bard Spells Known (CL 8th; concentration +14)
3rd (3/day) - confusion (DC 19), crushing despair (DC 19), glibness
2nd (6/day) - allegro, fleshy facade (DC 18), inflict moderate wounds (DC 18), mirror image
1st (6/day) - disguise self, expeditious retreat, hideous laughter (DC 17), ray of enfeeblement (DC 17), silent image (DC 17)
0 (at will) - detect magic, ghost sound (DC 16), mage hand, message, prestidigitation (DC 16), summon instrument
Statistics: Str: 15; Dex: 17; Con: - ; Int: 17; Wis: 14; Cha: 22; BAB: +7; CMB: +9; CMD: 22
Feats: Ability Focus (paralysis), Combat Casting, Improved Initiative, Weapon Finesse, Weapon Focus (claw)
Skills: Undead/Bard (6+Int): Acrobatics (D)(c), Appraise (I)(c), Bluff (Ch)(c) +19, Climb (S)(c), Craft ( ) (I)(c), Diplomacy (Ch)(c) +19, Disable Device (I*)(c), Disguise (Ch)(c) +19, Escape Artist (D)(c), Intimidate (Ch)(c) +19, Knowledge (Arcana) (I*)(c) +16, Knowledge (Dungeoneering) (I*)(c), Knowledge (Engineering) (I*)(c), Knowledge (Geography) (I*)(c), Knowledge (History) (I*)(c), Knowledge (Local) (I*)(c) +20, Knowledge (Nature) (I*)(c), Knowledge (Nobility) (I*)(c), Knowledge (Planes) (I*)(c), Knowledge (Religion) (I*)(c) +15 (+19 to identify undead and their abilities), Linguistics (I*)(c), Perception (W)(c) +15, Perform (oratory) (Ch)(c) +14, Perform (percussion) (Ch)(c) +19, Profession ( ) (W*)(c), Sense Motive (W)(c), Sleight of Hand (D*)(c), Stealth (D)(c), Spellcraft (D)(c), Swim (S)(c), Use Magic Device (Ch*)(c); Racial Modifiers: +4 Knowledge (religion) to identify undead creatures and their abilities
Languages: Common, Dwarven, Elven, Undercommon
Special Qualities: bardic knowledge +4, haunting refrain (+4 to demoralize, –2 penalty on saves against bard’s fear effects), secrets of the grave
Special Abilities:
Disease (Su): Ghoul Fever: Bite – injury; save For 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 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 (+1 thundering arrows (4), potion of invisibility, scroll of hold person, wand of inflict light wounds (50 charges), +1 chain shirt, mwk composite shortbow, arrows (10), headband of alluring charisma +2, disguise kit), 10 gp