Ghoul; CR: 1; XP: 400; Align: CE; Medium undead
Init: +2; Senses: darkvision 60 ft.; Perception +7
DEFENSE: AC: 14; TAC: 12; FFAC: 12; HD: 2d8+4; HP: 13; Saves: For: +2, Ref: +2, Will: +5; Special: channel resistance +2; Immune undead traits
OFFENSE: Speed: 30 ft.; Melee: bite +3 (1d6+1 plus disease and paralysis) and 2 claws +3 (1d6+1 plus paralysis); Special Attacks: paralysis (1d4+1 rounds, DC 13, elves are immune to this effect)
Statistics: Str: 13; Dex: 15; Con: - ; Int: 13; Wis: 14; Cha: 14; BAB: +1; CMB: +2; CMD: 14
Feats: Weapon Finesse
Skills: Undead: (4+Int/HD) Acrobatics(D) +4, Climb (S)(c) +6, Disguise (Ch)(c), Fly (D)(c), Intimidate (Ch)(c), Knowledge (Arcana) (I*)(c), Knowledge (Religion) (I*)(c), Perception (W)(c) +7, Sense Motive (W)(c), Spellcraft (I*)(c), Stealth (D)(c) +7, Swim (S) +3
Languages: Common
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, 260gp
“This humanoid creature has long, sharp teeth, and its pallid flesh is stretched tightly over its starved frame.”