Ghoul Monarch; CR: 12; XP: 19,200; Ghoul sorcerer 12 Align: CE; Medium undead
Init: +10; Senses: darkvision 60 ft.; Perception +20
DEFENSE: AC: 19; TAC: 17; FFAC: 13; HD: 2d8+12d6+110; HP: 161; Saves: For: +2, Ref: +2, Will: +5; Special: channel resistance +2; Resist Cold 10; Immune undead traits
DEFENSE (with false life, mage armor, nondetection): AC: 23, TAC: 17, FFAC: 17; (14 HD; 2d8+12d6+125); HP: 176; nondetection
OFFENSE: Speed: 30 ft., burrow 10ft..; Melee: bite +13 (1d6+1 plus disease and paralysis), 2 claws +13 (1d6+1 plus paralysis); Special Attacks: disease (DC 23), paralysis (1d4+1 rounds, DC 23, elves are immune to this effect), ravenous frenzy (12/day)
Sorcerer Spells Known (CL 12th; concentration +18)
6th (4/day) - mislead (DC 22), move earth
5th (6/day) - dominate person (DC 21), hungry earth (DC 21), suffocation (DC 21)
4th (7/day) - beast shape II, black tentacles, dimension door, fear
3rd (7/day) - gaseous form, lightning bolt (DC 19), nondetection, stinking cloud (DC 19), vampiric touch
2nd (8/day) - alter self, command undead (DC 18), false life, feast of ashes (DC 18), invisibility, mirror image
1st (8/day) - burning hands (DC 17), grease (DC 17), mage armor, obscuring mist, ray of enfeeblement (DC 17), silent image
0 (at will) - arcane mark, dancing lights, daze (DC 16), detect magic, light, mage hand, prestidigitation (DC 16), ray of frost, read magic
Bloodline ghoul
Statistics Str 13, Dex 22, Con —, Int 15, Wis 16, Cha 22; BAB: +7; CMB +8; CMD 25
Feats: Eschew Materials, Improved Initiative, Lightning Reflexes, Old as Dirt, Quicken Spell, Sleeper, Toughness, Warren Digger, Weapon Finesse
Skills: Undead/Sorcerer (2+Int): Appraise (Int)(c), Bluff (Cha)(c) +13, Climb (S)(c), Craft (Int)(c), Disguise (Ch)(c), Fly (Dex)(c), Intimidate (Cha)(c) +23, Knowledge (Arcana) (I*)(c), Knowledge (Religion) (I*)(c), Perception (W)(c) +20, Profession (Wis)(c), Sense Motive (W)(c), Spellcraft (Int)(c) +19, Stealth (D)(c) +28, and Use Magic Device (Cha)(c)
Languages: Common, Draconic, Undercommon
Special Qualities: bloodline arcana (heal when casting necromancy spells)
Special Abilities:
Disease (Su): Ghoul Fever: Bite – injury; save For DC 23; 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 (potions of inflict moderate wounds (2), scroll of magic jar, scroll of teleport, +2 silken ceremonial armor, belt of incredible dexterity +2, headband of alluring charisma +2, ring of protection +1, stalker’s mask), 470 gp