Ghoul, Slayer 2; CR: 3; XP: 800; Ghoul slayer 2 Align: CE; Medium undead
Init: +2; Senses: darkvision 60 ft.; Perception +8
DEFENSE: AC: 20; TAC: 14; FFAC: 16; HD: 2d8+6 +2d10+6+2; HP: 39; Saves: For: +5, Ref: +5, Will: +4; Special: channel resistance +2; Immune undead traits
OFFENSE: Speed: 30 ft.; Melee: masterwork kukri +8 (1d4+3 /18-20) or masterwork kukri +6 (1d4+3 /18-20)/masterwork kukri +6 (1d4+3 /18-20) or bite +7 (1d6+3 plus disease and paralysis) and 2 claws +7 (1d6+3 plus paralysis); Range: composite longbow +7 (1d8+3 x3); Special Attacks: paralysis (1d4+1 rounds, DC 14, elves are immune to this effect)
Statistics: Str: 17; Dex: 19; Con: - ; Int: 13; Wis: 12; Cha: 16; BAB: +3; CMB: +6; CMD: 20
Feats: Double Slice, Two-Weapon Fighting, Weapon Finesse
Skills: Slayer (6+Int)/Undead (4+Int/HD): Acrobatics (D)(c) +11, Climb (S)(c) +9, Craft ( ) (I)(c), Disguise (Ch)(c) +8, Fly (D)(c), Heal (W)(c), Intimidate (Ch)(c) +8, Knowledge (Arcana) (I*)(c), Knowledge (Dungeoneering) (I*)(c) +6, Knowledge (Geography) (I*)(c), Knowledge (Local) (I*)(c), Knowledge (Religion) (I*)(c), Perception (W)(c) +8, Profession ( ) (W*)(c), Ride (D)(c), Sense Motive (W)(c), Spellcraft (I*)(c), Stealth (D)(c) +11, Survival (W)(c) +6, Swim (S)(c) +6
Languages: Common
Special Qualities: studied target, track, slayer talents (ranger combat style (two weapon combat - Double Slice)
Special Abilities:
Disease (Su): Ghoul Fever: Bite – injury; save For DC 14; 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.
Studied Target (Ex): A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.
If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).
Track (Ex): A slayer adds 1/2 his level (minimum 1) to Survival skill checks made to follow tracks.
Organization: solitary, gang (2-4), or pack (7-12)
Treasure: standard, NPC Gear (masterwork kukri (2), chain shirt, composite longbow (+3 Str), 20 arrows) 84gp
“This humanoid creature has long, sharp teeth, and its pallid flesh is stretched tightly over its starved frame.”