Ghoul, Slayer 8; CR: 9; XP: 6,400; Ghoul slayer 8 Align: CE; Medium undead
Init: +2; Senses: darkvision 60 ft.; Perception +14
DEFENSE: AC: 22; TAC: 16; FFAC: 17; HD: 2d8+6 +8d10+24+8; HP: 98; Saves: For: +9, Ref: +9, Will: +7; Special: channel resistance +2; Immune undead traits
OFFENSE: Speed: 30 ft.; Melee: +1 kukri +14/+9 (1d4+5 /15-20) or +1 kukri +12/+7 (1d4+5 /15-20)/+1 kukri +12/+7 (1d4+5 /15-20) or bite +13 (1d6+4 plus disease and paralysis) and 2 claws +13 (1d6+4 plus paralysis); Range: composite longbow +13 (1d8+3 x3); Special Attacks: paralysis (1d4+1 rounds, DC 14, elves are immune to this effect), sneak attack +2d6 (slowing strike, DC 15)
Statistics: Str: 18; Dex: 20; Con: - ; Int: 13; Wis: 12; Cha: 16; BAB: +9; CMB: +13; CMD: 28
Feats: Dodge, Double Slice, Improved Critical, Improved Two-Weapon Fighting, Mobility, Spring Attack, Two-Weapon Fighting, Weapon Finesse
Skills: Slayer (6+Int)/Undead (4+Int/HD): Acrobatics (D)(c) +18, Climb (S)(c) +9, Craft ( ) (I)(c), Disguise (Ch)(c) +14, Fly (D)(c), Heal (W)(c), Intimidate (Ch)(c) +14, Knowledge (Arcana) (I*)(c), Knowledge (Dungeoneering) (I*)(c) +12, Knowledge (Geography) (I*)(c), Knowledge (Local) (I*)(c), Knowledge (Religion) (I*)(c), Perception (W)(c) +14, Profession ( ) (W*)(c), Ride (D)(c), Sense Motive (W)(c), Spellcraft (I*)(c), Stealth (D)(c) +18, Survival (W)(c) +12, Swim (S)(c) +6
Languages: Common
Special Qualities: studied target, track, slayer talents (ranger combat style (two weapon combat - Double Slice, Improved Two-Weapon Fighting, rogue talent (combat trick - Step Up), 2nd studied target, stalker, slowing strike)
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.
Slowing Strike (Ex): An opponent damaged by the slayer‘s sneak attack has its speed halved for 1d4 rounds. A successful Fortitude saving throw negates this effect (DC = 10 + 1/2 of the slayer’s level + the slayer’s Intelligence modifier). Against creatures with multiple types of movement, the slayer must choose which movement type to affect. If the slayer affects a creature’s flight movement, its maneuverability is reduced by one step; if it’s airborne at the time, it falls unless it succeeds at a DC 10 Fly check. If the slayer targets a creature already affected by this ability, its speed and maneuverability are not further reduced; the slayer may either extend the duration of that effect by 1d4 rounds or choose another movement type to affect (keeping track of the duration of each affected movement separately).
Stalker (Ex): At 7th level, a slayer gains his studied target bonus on Disguise, Intimidate, and Stealth checks against his studied opponent.
Studied Target (Ex): A slayer can study an opponent he can see as a move action. The slayer then gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +2 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 2. 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). The slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place.
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 (potion of bull's strength (2), potions of cause light wounds (2), potion of shield of faith, potion of divine favor, +1 studded leather, cloak of resistance +1, +1 kukri (2), ring of protection +1, composite longbow (+3 Str), 20 arrows) 163gp
“This humanoid creature has long, sharp teeth, and its pallid flesh is stretched tightly over its starved frame.”