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Paizo Inc. has now partnered with Archives of Nethys to provide the online version of the Pathfinder RPG rules at pfrd.info.
Learn more.
Fear of flesh-hungry ghouls keeps people away from graveyards at night. Though the creatures can reason, they seldom listen to what the living say, and would much rather treat them as meals than as friends. Ghouls figure prominently in superstitious tales, and their hunger is legendary. Stories of cannibals turning into ravenous undead still stop many people from eating the dead even in the most desperate of circumstances.
Always searching for the flesh of humanoids, ghouls thrive where people live, and their domains steadily expand as the creatures infect new victims with ghoul fever. This spread can be abrupt or gradual, but either way it stops only when someone seeks out and slays all of the ghouls. Potential victims have good reason to fear ghouls, as dying of ghoul fever is a horrifying fate. From the onset of the disease, an insatiable hunger overcomes the victim, yet her body begins to reject all normal food and drink. If denied food, the victim becomes increasingly desperate and violent as her hunger grows. Feeding the victim flesh from a corpse temporarily alleviates her cravings, but does not slow the onset of the disease. Eventually, the victim's mortal body fails entirely. After the victim finally dies, she wakes up at the next stroke of midnight, obsessed with the hunger for flesh.
Most ghouls are so filled with self-loathing that they have little love for others of their kind. They have a natural tendency to form into packs for defense and hunting, but no trust or love is shared between the members of these packs. Though a ghoul might serve a leader loyally for years, it won't hesitate to betray its leader if doing so results in more frequent meals. Though ghasts are, in their most basic state, more powerful than other ghouls, they rarely take on leadership roles because of their overwhelming aggression. However, when a ghast rises, opportunistic ghouls emboldened by its presence might make attacks against elven communities they would otherwise avoid as difficult targets.
Graveyards have a natural allure to ghouls, and many wind up spending their undead existence dwelling in such places. Small packs of ghouls often live in warrens carved beneath cemeteries where they can dig up corpses to satisfy their cravings for flesh. Graves settling unnaturally or sinkholes in a cemetery are sure signs of a ghoul pack. Some ghouls are content to survive on the flesh of the dead for years at a time, but eventually almost all of them start to hunt the living.
Not all ghouls live in dark warrens under cemeteries, however. In some remote regions, entire cities or nations are populated by ghouls and other undead. The ghouls in these cities consider living humanoids little more than livestock. Though these nations of undead are often ruled by liches or other, more powerful undead, ghouls are known to hold positions of power or even rule in some such places. The rulers of these nations recognize that they cannot hope to win a war against the much more populous nations of living creatures, so arrangements are made with neighbors to trade for slaves or even just corpses. Larger undead nations use humans as slave labor, forcing them to work the farms to feed themselves so they can in turn be served up as meals for their undead masters.
Aquatic ghouls, called lacedons, live within secluded reefs and underground caves near communities of underwater humanoids like grindylows, locathahs, or merfolk. Lacedons are as notorious in the folktales of undersea peoples as ghouls are in those of surface races. Lacedons who prefer easier targets to prey upon primarily dwell near shores or along trade routes, where they suffer through hunger for long stretches of time until a shipwreck provides them with a glorious, gory feast. Lacedons are also more mobile than other ghouls. If they catch the taste of humanoid blood carried by the currents, they can trace it for miles back to the source.
Full statistics for ghouls can be found in their Bestiary entry.
The following section details a sorcerer bloodline and new feats and spells favored by ghouls.
Sorcerers whose ancestors were afflicted by ghoul fever but somehow survived often end up with this bloodline.
Your connection to the hungering undead shapes your magic.
Class Skill: Stealth.
Bonus Spells: Ray of enfeeblement (3rd), feast of ashes (5th), vampiric touch (7th), fear (9th), hungry earth * (11th), move earth (13th), control undead (15th), unholy aura (17th), wail of the banshee (19th).
Bonus Feats: Arcane Strike, Combat Casting, Power Attack, Skill Focus (Knowledge [religion]), Spell Focus (necromancy), Toughness, Warren Digger*, Weapon Finesse.
Bloodline Arcana: Whenever you cast a spell of the necromancy school that deals hit point damage, you are healed of 1 hit point per spell level.
Bloodline Powers: The dark energies that fuel your existence and undying hunger form the basis of your power.
Ghoulish Claws (Su) : Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack using your full base attack bonus. Each of these attacks deals 1d4 points of damage + your Strength modifier (1d3 if you are Small). At 5th level, creatures damaged with your claw attack are paralyzed for 1 round, as the ghoul ability (Fortitude negates). At 7th level, the duration of the paralysis increases to 1d4+1 rounds, and the claws are considered magic weapons for the purpose of overcoming DR. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.
If you're a ghoul with this bloodline, instead of gaining this ability, your levels in sorcerer stack with your racial Hit Dice when determining the DC of your paralysis and disease special abilities.
Leathery Skin (Ex) : At 3rd level, you gain cold resistance 5 and a +1 natural armor bonus to AC. At 9th level, your cold resistance increases to 10 and natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4.
Ravenous Frenzy (Ex) : At 9th level, you gain the benefits of haste for a number of rounds per day equal to your sorcerer level. These rounds don't need to be consecutive. Each time you hit a creature with two or more claw attacks during a full attack while affected by this ability, that creature takes 1d4 points of bleed damage.
Earth Crawler (Su) : At 15th level, you gain a burrow speed of 30 feet. Additionally, as long as you are surrounded by at least 5 feet of dirt or natural stone on all sides, you gain fast healing 10. You can heal a number of hit points per day equal to 10 × your sorcerer level with this ability.
Ghoulish Aspect (Su) : At 20th level, you take on aspects of the nature and appearance of ghouls. You no longer feel the need to eat and are immune to hunger (though you are still able to consume flesh if you choose to). You gain immunity to cold, nonlethal damage, paralysis, and sleep. You also gain DR 5/—. Additionally, you gain the stench ability with a radius of 10 feet. Creatures that fail their Fortitude saving throws are sickened for 1d6+4 minutes. Use half your sorcerer level instead of half your racial Hit Dice to determine the saving throw DC.
The following feats open up additional ability options for ghouls.
Your undead form ignores the limits of mortal physiology.
Prerequisite: Ghoul.
Benefit: You are treated as one size smaller for the purpose of calculating penalties for squeezing, and gain a +5 competence bonus on Escape Artist checks. If you possess 10 or more Hit Dice, this bonus increases to +4.
You have an undead animal companion.
Prerequisites: Animal companion class feature, ghoul.
Benefit: Your animal companion's type changes to undead, but its Hit Dice, base attack bonus, saving throws, skills, and tricks are retained from the base creature. The creature loses its Constitution score and its Charisma score becomes 12. If your companion is destroyed, your new companion is undead as well, using these same modifications.
You have been dead for so long you have become quite difficult to kill.
Prerequisites: Sleeper, Warren Digger, creature has been a ghoul for at least 500 years.
Benefit: When you are reduced to 0 hit points, you are not destroyed—you cannot be killed unless your body is completely destroyed with fire or doused in holy water, or you take damage from a cure spell or channeled positive energy after you've been reduced to 0 hit points. Anytime you are reduced to 0 hit points, you remain unconscious until you are healed or until the following midnight, at which time you regain 1 hit point per Hit Die and awaken.
By seeking solace in the grave, you are able to recuperate more quickly.
Prerequisites: Warren Digger, ghoul.
Benefit: You heal 1 hit point per 10 minutes as long as you are surrounded by at least 5 feet of dirt or stone on all sides and take no actions.
After years spent digging up graves, you are able to move through dirt almost as easily as a fish through water.
Prerequisite: Ghoul.
Benefit: You gain a burrow speed of 10 feet through earth, sand, or soil.
Special: You can gain this feat multiple times. Each time you take it, add 10 feet to your burrow speed, up to a maximum of your base land speed.
Ghoul spells reflect their obsession with hunger and death.
Fleshy Facade
School transmutation (polymorph); Level alchemist 2, bard 2, inquisitor 2, sorcerer/wizard 2, witch 2
Casting Time 1 standard action
Components V, S
Range touch
Target corporeal undead creature touched
Duration 10 minutes/level (D)
Saving Throw yes (harmless); Spell Resistance yes (harmless)
The target's flesh fills out and gains a healthy, natural color. This gives the target the appearance of a living creature of the type it was when it was still alive (if applicable). Creatures casting spells such as detect undead must succeed at a saving throw (with a DC equal to the spell's save DC) to detect the target's presence, and if the target is intelligent, it gains a +10 bonus on Disguise checks to appear alive or recently deceased. If the undead has any features different from those of the type of living creature it most resembles (such as a ghoul's elongated teeth and claws), those features shrink and become less prominent, and the subject deals damage as though it were one size smaller. This spell has no effect on creatures that are skeletal or otherwise lack flesh.
Hungry Earth
School transmutation; Level druid 5, sorcerer/wizard 5, witch 5
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Area 20-foot-radius spread
Duration 1 round/level
Saving Throw none; Spell Resistance no
The ground attempts to pull creatures beneath its surface as if hungry for the flesh of mortals.
Immediately, and at the beginning of each of your turns, every creature touching the ground within the area of the spell is the target of a grapple combat maneuver. Creatures that enter the area of effect are also automatically attacked. The ground does not provoke attacks of opportunity. The earth's CMB is equal to 5 + your caster level for the purpose of this combat maneuver check. Attempt the combat maneuver check only once each round and apply the result to all creatures in the area of effect.
Each time the ground succeeds at a combat maneuver check to grapple a foe, it drags the creature farther down, eventually forcing the creature below its surface. With the first successful check, the target gains the grappled condition. Grappled opponents can't move without first breaking the grapple (doing so requires a successful DC 20 combat maneuver or Escape Artist check). The ground receives a +5 bonus on combat maneuver checks to grapple opponents it is already grappling. After the second successful grapple combat maneuver check, the grappled creature is pulled to the ground and becomes prone. On the third successful grapple combat maneuver check, the creature is fully buried and must hold its breath or begin suffocating.
A buried creature can't attempt to escape unless the effect ends or it breaks the grapple. The DC to escape the grapple increases to 25 for a creature that has been pulled beneath the earth.
While all ghouls are quiet and deadly in the night, these ghouls specialize in striking from cover or exploiting tactical advantages. They set up ambushes or fight using group tactics to claim their prey.
Ghoul Creeper CR 3
XP 800
Ghoul rogue 3
CE Medium undead
Init +4; Senses darkvision 60 ft.; Perception +11
Defense
AC 18, touch 14, flat-footed 14 (+2 armor, +4 Dex, +2 natural)
hp 37 (5d8+15)
Fort +4, Ref +7, Will +7
Defensive Abilities channel resistance +2, evasion, trap sense +1; Immune undead traits
Offense
Speed 30 ft.
Melee bite +7 (1d6+3 plus disease and paralysis), 2 claws +7 (1d6+3 plus paralysis)
Ranged mwk light crossbow +8 (1d8/19–20)
Special Attacks disease (DC 14), paralysis (1d4+1 rounds, DC 14, elves are immune to this effect), sneak attack +2d6
Statistics
Str 17, Dex 19, Con —, Int 13, Wis 16, Cha 16
Base Atk +3; CMB +6; CMD 20
Feats Bag of Bones*, Power Attack, Weapon Finesse
Skills Acrobatics +12, Bluff +11, Climb +11, Disable Device +5, Escape Artist +17, Intimidate +11, Perception +11, Sleight of Hand +12, Stealth +12
Languages Common, Undercommon
SQ rogue talents (bleeding attack +2), trapfinding +1
Combat Gear potion of greater magic fang, potion of inflict moderate wounds, tanglefoot bag; Other Gear leather armor, mwk light crossbow with 20 arrows, 204 gp
Ghoul Stalker CR 6
XP 2,400
Ghoul rogue 6
CE Medium undead
Init +5; Senses darkvision 60 ft.; Perception +14
Defense
AC 18, touch 15, flat-footed 13 (+1 armor, +5 Dex, +2 natural)
hp 74 (8d8+38)
Fort +5, Ref +10, Will +8
Defensive Abilities channel resistance +2, evasion, trap sense +2, uncanny dodge; Immune undead traits
Offense
Speed 30 ft.
Melee bite +8 (1d6+3 plus disease and paralysis), 2 claws +8 (1d6+3 plus paralysis)
Ranged +1 composite shortbow +10/+10 (1d6+4/×3) or +1 composite shortbow +12 (1d6+4/×3)
Special Attacks disease (DC 14), paralysis (1d4+1 rounds, DC 14, elves are immune to this effect), sneak attack +3d6
Statistics
Str 17, Dex 20, Con —, Int 13, Wis 16, Cha 16
Base Atk +5; CMB +8; CMD 23
Feats Point-Blank Shot, Precise Shot, Rapid Shot, Toughness, Weapon Focus (composite shortbow)
Skills Acrobatics +16, Bluff +10, Climb +14, Disable Device +8, Escape Artist +16, Intimidate +10, Knowledge (dungeoneering) +12, Perception +14, Sense Motive +14, Stealth +16
Languages Common
SQ rogue talents (finesse rogue, ledge walker, weapon training), trapfinding +3
Combat Gear +1 frost arrows (4), +1 human-bane arrows (3), potion of inflict light wounds ; Other Gear +1 composite shortbow with 20 arrows, bracers of armor +1, 62 gp
Though most ghouls hunt and kill to satiate their hunger, a huntsmaster relishes the chase as much as the feast after.
Ghoul Huntsmaster CR 7
XP 3,200
Ghoul ranger 6
CE Medium undead
Init +5; Senses darkvision 60 ft.; Perception +14
Defense
AC 20, touch 15, flat-footed 15 (+3 armor, +5 Dex, +2 natural)
hp 80 (8 HD; 2d8+6d10+38)
Fort +9, Ref +10, Will +8
Defensive Abilities channel resistance +2; Immune undead traits
Offense
Speed 40 ft.
Melee +1 bite +13 (1d6+3 plus disease and paralysis), 2 +1 claws +14 (1d8+3 plus paralysis)
Ranged mwk composite longbow +13/+8 (1d8+2/×3)
Special Attacks combat style (archery), disease (DC 15), favored enemy (elves +2, humans +4), paralysis (1d4+1 rounds, DC 15, elves are immune to this effect)
Ranger Spells Prepared (CL 3rd; concentration +6)
1st—longstrider, magic fang
Tactics
Before Combat The huntsmaster casts longstrider and uses his wand of greater magic fang on himself as well as on his animal companion.
Base Statistics Without longstrider and greater magic fang, the huntsmaster's statistics are Speed 30 ft.; Melee bite +12 (1d6+2 plus disease and paralysis), 2 claws +13 (1d8+2 plus paralysis).
Statistics
Str 15, Dex 20, Con —, Int 13, Wis 16, Cha 18
Base Atk +7; CMB +9; CMD 24
Feats Corpse Companion*, Endurance, Improved Natural Attack (claw), Point-Blank Shot, Rapid Shot, Weapon Finesse, Weapon Focus (claw)
Skills Acrobatics +13 (+17 when jumping), Climb +13, Disable Device +13, Perception +14, Stealth +16, Survival +14, Swim +9
Languages Common, Undercommon
SQ favored terrain (underground +2), hunter's bond (animal), track +3, wild empathy +10
Combat Gear +1 human-bane arrows (3), +1 seeking arrows (2), potion of inflict moderate wounds, wand of greater magic fang (12 charges); Other Gear mwk studded leather, mwk composite longbow with 50 arrows, 42 gp
Corpse Cat CR —
XP —
N Small undead
Init +6; Senses darkvision 60 ft., low-light vision, scent; Perception +5
Defense
AC 20, touch 17, flat-footed 14 (+6 Dex, +3 natural, +1 size)
hp 16 (3d8+3)
Fort +4, Ref +9, Will +2
Immune undead traits
Offense
Speed 50 ft.
Melee +1 bite +10 (1d4+2 plus trip), 2 +1 claws +11 (1d2+2)
Tactics
Base Statistics Without greater magic fang, the cat's statistics are Melee bite +9 (1d4+1 plus trip), 2 claws +10 (1d2+1).
Statistics
Str 13, Dex 22, Con —, Int 2, Wis 12, Cha 12
Base Atk +2; CMB +2; CMD 18 (22 vs. trip)
Feats Weapon Finesse, Weapon Focus (claw)
Skills Acrobatics +10 (+18 when jumping), Perception +5, Stealth +14
SQ tricks (attack [all creatures], come, fetch, guard, seek, stay, track)
Ghoul commanders have stoked a burning hatred for the living. A ghoul commander might lead a pack of ghouls or may serve as a guardian or lieutenant for a more powerful ghoul monarch.
Ghoul Commander CR 8
XP 4,800
Ghoul antipaladin 7
CE Medium undead
Init +3; Senses darkvision 60 ft.; Perception +15
Aura cowardice (10 ft.)
Defense
AC 21, touch 13, flat-footed 18 (+6 armor, +3 Dex, +2 natural)
hp 99 (9 HD; 2d8+7d10+52)
Fort +13, Ref +9, Will +15
Defensive Abilities channel resistance +2; Immune disease, undead traits
Offense
Speed 20 ft.
Melee mwk greataxe +15/+10 (1d12+7/19–20/×3), bite +8 (1d6+2 plus disease and paralysis) or bite +13 (1d6+5 plus disease and paralysis), 2 claws +13 (1d6+5 plus paralysis)
Ranged mwk composite shortbow +12/+7 (1d6+5/×3)
Special Attacks channel negative energy (DC 17, 4d6), disease (DC 15), paralysis (1d4+1 rounds, DC 15, elves are immune to this effect), smite good 3/day (+4 attack and AC, +7 damage)
Antipaladin Spell-Like Abilities (CL 7th; concentration +11)
At will—detect good
Antipaladin Spells Prepared (CL 4th; concentration +8)
2nd—desecrate
1st—disguise self, inflict light wounds (DC 15)
Tactics
Before Combat The ghoul commander is usually accompanied by a fiendish dire boar mount. If he is defending an area, he casts desecrate on the area (these bonuses are not included in his statistics).
During Combat The commander begins combat by charging in on his boar. He prefers to attack with his greataxe.
Statistics
Str 20, Dex 17, Con —, Int 13, Wis 16, Cha 18
Base Atk +8; CMB +13; CMD 26
Feats Cleave, Improved Critical (greataxe), Power Attack, Toughness, Weapon Focus (greataxe)
Skills Bluff +11, Intimidate +16, Perception +15, Ride +12
Languages Common, Undercommon
SQ cruelties (fatigued, staggered), fiendish boon (fiendish dire boar servant), touch of corruption 7/day (3d6)
Combat Gear scroll of inflict serious wounds ; Other Gear mwk breastplate, mwk composite shortbow with 20 arrows, mwk greataxe, belt of giant strength +2, 79 gp
Fiendish Dire Boar Servant CR —
XP —
hp 42
When ghouls marshal themselves into organized groups, it is ghoul commanders who shoulder the responsibility of leadership and command. In "civilized" ghoul cities and nations, ghoul commanders serve as an elite officer class, directing and commanding units of more common ghouls in military maneuvers and on excursions. While they receive their orders from ghouls higher up the chain of command, ghoul commanders are responsible for translating those orders into concrete tactics, and enjoy great autonomy on the battlefield—so long as their strategies succeed, at least.
Some ghouls walk in villages and cities, using disguises and magic to hide their nature. The masked murderer strikes from the shadows against the living.
Masked Murderer CR 8
XP 4,800
Ghoul bard (dirge bard) 8
CE Medium undead
Init +7; Senses darkvision 60 ft.; Perception +15
Defense
AC 20, touch 13, flat-footed 17 (+5 armor, +3 Dex, +2 natural)
hp 113 (10d8+68)
Fort +8, Ref +9, Will +11; +4 vs. necromantic effects;
Defensive Abilities 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 mwk composite shortbow +11/+6 (1d6+2/×3)
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
Tactics
Before Combat This furtive killer disguises herself as a human while stalking her targets. If at all possible, she avoids conflict, though her hunger sometimes gets the best of her.
During Combat If her presence is detected, the murderer begins combat by casting confusion . She then starts a bardic performance (typically dirge of doom). Before she actually enters melee, she casts allegro to gain additional attacks.
Statistics
Str 15, Dex 17, Con —, Int 17, Wis 14, Cha 22
Base Atk +7; CMB +9; CMD 22
Feats Ability Focus (paralysis), Combat Casting, Improved Initiative, Weapon Finesse, Weapon Focus (claw)
Skills Bluff +19, Diplomacy +19, Disguise +19, Intimidate +19, Knowledge (arcana) +16, Knowledge (local) +20, Knowledge (religion) +15 (+19 to identify undead creatures and their abilities), Perception +15, Perform (oratory) +14, Perform (percussion) +19; Racial Modifiers +4 Knowledge (religion) to identify undead creatures and their abilities
Languages Common, Dwarven, Elven, Undercommon
SQ bardic knowledge +4, haunting refrain (+4 to demoralize, –2 penalty on saves against bard's fear effects), secrets of the grave
Combat Gear +1 thundering arrows (4), potion of invisibility, scroll of hold person, wand of inflict light wounds (50 charges); Other Gear +1 chain shirt, mwk composite shortbow with 10 arrows, headband of alluring charisma +2, disguise kit, 10 gp
The masked murderer uses deception to get closer to her human prey, mingling among them without arousing their suspicion until it is too late for them to escape her clutches. Magic, particularly the fleshy facade spell, allows her to craft her deceptive appearance, and she knows how to disguise herself using mundane means so that she can at least hide her gruesomeness long enough to get to safety if her magic fails her.
Charm and lies pave the murderer's way through society. Typically, she begins small, making friends with low-class workers or farmers in taverns and alleyways, then luring them away to kill and devour them. This is rarely enough for a masked murderer, though, and in time she makes connections among the elite. This could be to satisfy her ego, but more often she wants to dine on the finer morsels of spoiled elites rather than the tough flesh of hard laborers.
Unfortunately for ghouls, spending so much time among the living serves only to highlight the life they traded away for the unending hunger of their undead existence. Many masked murderers find themselves conflicted as a result, envying the vibrant lives of their prey. In the end, however, a masked murderer's ghoulish hunger always overwhelms any other emotion she might feel, and she hunts her prey with as much ravenous fervor as any other ghoul, if not more.
Years of digging up graves have given this ancient ghoul an affinity for earth magic. Powerful spellcasting ghouls usually rise to positions of leadership, and in his ghoul city, this gravedigger is a high-ranking member of the ruling elite.
Ancient Gravedigger CR 10
XP 9,600
Ghoul oracle 10
CE Medium undead
Init +4; Senses darkvision 60 ft.; Perception +17
Defense
AC 22, touch 14, flat-footed 18 (+4 armor, +1 deflection, +4 Dex, +3 natural)
hp 112 (12d8+58)
Fort +8, Ref +8, Will +13
Defensive Abilities channel resistance +2; Immune undead traits
Offense
Speed 30 ft.
Melee +1 bite +14 (1d6+6 plus disease and paralysis), 2 +1 frost claws +15 (1d6+6 plus 1d6 cold, disease, and paralysis)
Ranged rock +13/+8 (2d4+7)
Special Attacks disease (DC 15), paralysis (1d4+1 rounds, DC 15, elves are immune to this effect)
Oracle Spells Known (CL 10th; concentration +14)
5th (3/day)—flame strike (DC 19), mass inflict light wounds, stoneskin
4th (6/day)—divine power, inflict critical wounds, summon monster IV, wall of stone (DC 18)
3rd (7/day)—animate dead, blindness/deafness (DC 17), dispel magic, inflict serious wounds, meld into stone
2nd (7/day)—darkness, desecrate, hold person (DC 16), inflict moderate wounds, spiritual weapon, stone call
1st (7/day)—command (DC 15), entropic shield, inflict light wounds, liberating command, magic stone, obscuring mist, shield of faith
0 (at will)—bleed (DC 14), create water, detect magic, detect poison, guidance, mending, read magic, resistance, spark
Mystery stone
Tactics
Before Combat The ancient gravedigger prepares for combat by quaffing potions of greater magic fang and mage armor . He uses earth glide and crystal sight to observe foes fighting his underlings before he attacks.
During Combat The ancient gravedigger prefers to fight at range, relying on summoned creatures, flame strike, and spiritual weapon to deal damage while he uses earth glide and crystal sight to take cover from the fray. If he must enter melee, the gravedigger fights viciously.
Base Statistics Without greater magic fang and mage armor, the ancient gravedigger's statistics are AC 18, touch 15, flat-footed 14; Melee bite +13 (1d6+5 plus disease and paralysis), 2 frost claws +14 (1d6+5 plus 1d6 cold, disease, and paralysis).
Statistics
Str 20, Dex 18, Con —, Int 15, Wis 14, Cha 18
Base Atk +8; CMB +13 (+17 trip); CMD 27 (31 vs. bull rush, 33 vs. trip)
Feats Combat Reflexes, Extra Rage, Greater Trip, Improved Natural Armor, Improved Trip, Power Attack, Quick Draw, Weapon Focus (claw)
Skills Bluff +16, Diplomacy +19, Intimidate +19, Perception +17, Spellcraft +17, Stealth +18
Languages Aklo, Common, Draconic, Terran, Undercommon; tongues (understands only)
SQ oracle's curse (tongues [Aklo]), revelations (crystal sight, earth glide, rock throwing, stone stability)
Combat Gear potion of greater magic fang, potion of mage armor ; Other Gear belt of giant strength +2, cloak of resistance +1, frost amulet of mighty fists, ring of protection +1, throwing stones (10), onyx gems (worth 1,000 gp total), silver dust (worth 25 gp)
These ancient sorcerers have attained their power by using those around them as puppets. They command mortals and undead using both their magic and force of personality.
Ghoul Monarch CR 12
XP 19,200
Ghoul sorcerer 12
CE Medium undead
Init +10; Senses darkvision 60 ft.; Perception +20
Defense
AC 23, touch 17, flat-footed 17 (+4 armor, +1 deflection, +6 Dex, +2 natural)
hp 176 (14 HD; 2d8+12d6+125)
Fort +10, Ref +12, Will +14
Defensive Abilities channel resistance +2, nondetection ; Immune undead traits; Resist cold 10
Offense
Speed 30 ft., burrow 10 ft.
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
Tactics
Before Combat Before combat, the monarch casts false life, mage armor, and nondetection on herself.
During Combat A ghoul monarch avoids direct confrontation unless she can fight using dominate person or magic jar . The ghoul monarch starts combat by casting quickened grease and hungry earth, trapping as many spellcasters as she can in the effect. If the monarch has minions, she focuses on disabling and keeping enemies off guard rather than using direct damage spells. She targets powerful spellcasters with suffocation or black tentacles .
Morale A ghoul monarch flees to a safe haven or attempts to flee by burrowing underground at the first sign she is in serious danger.
Base Statistics Without false life, mage armor, and nondetection, the monarch's statistics are AC 19, touch 17, flat-footed 13; hp 161; Defensive Abilities channel resistance +2.
Statistics
Str 13, Dex 22, Con —, Int 15, Wis 16, Cha 22
Base Atk +7; CMB +8; CMD 25
Feats Eschew Materials, Improved Initiative, Lightning Reflexes, Old as Dirt*, Quicken Spell, Sleeper*, Toughness, Warren Digger*, Weapon Finesse
Skills Bluff +13, Intimidate +23, Perception +20, Spellcraft +19, Stealth +28
Languages Common, Draconic, Undercommon
SQ bloodline arcana (heal when casting necromancy spells)
Combat Gear potions of inflict moderate wounds (2), scroll of magic jar, scroll of teleport ; Other Gear +2 silken ceremonial armo r, belt of incredible dexterity +2, headband of alluring charisma +2, ring of protection +1, stalker's mask, 470 gp
Ghouls often raise creatures on a special diet, then turn them into undead. These include the skaveling, the sootwing bat, and the ghoul hound.
This batlike creature has jagged points at the tips of its wings and a long, lashing tongue.
Sootwing Bat CR 1/2
XP 200
CE Tiny undead
Init +1; Senses blindsense 20 ft.; Perception +5
Defense
AC 14, touch 13, flat-footed 13 (+1 Dex, +1 natural, +2 size)
hp 7 (2d8–2)
Fort –1, Ref +1, Will +4
Defensive Abilities channel resistance +2; Immune undead traits
Offense
Speed 5 ft. fly 40 ft. (good)
Melee bite +4 (1d3–3 plus disease and paralysis)
Space 2 1/2 ft.; Reach 0 ft.
Special Attacks disease (DC 10), paralysis (1d4+1 rounds, DC 10, elves are immune to this effect)
Statistics
Str 5, Dex 12, Con —, Int 2, Wis 13, Cha 8
Base Atk +1; CMB +0; CMD 7
Feats Weapon Finesse
Skills Fly +9, Perception +5 (+9 when using blindsense); Racial Modifiers +4 Perception when using blindsense
Ecology
Environment any land
Organization solitary or colony (4–12)
Treasure none
Special Abilities
Disease (Su) Ghoul Fever.
Ghoul spellcasters use these smaller cousins to skavelings as familiars. An evil spellcaster can gain a sootwing bat as a familiar at 5th level by taking the Improved Familiar feat. A sootwing bat familiar grants its master a +1 bonus to channel resistance (if the master has any).
This canine creature has sallow, dead skin stretched tight across its bones. Its teeth are long and yellowed.
Ghoul Hound CR 1
XP 400
CE Medium undead
Init +6; Senses darkvision 60 ft.; Perception +6
Defense
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 13 (2d8+4)
Fort +2, Ref +2, Will +5
Defensive Abilities channel resistance +2; Immune undead traits
Offense
Speed 50 ft.
Melee bite +5 (1d6+6 plus disease, paralysis, and trip)
Special Attacks disease (DC 13), paralysis (1d4+1 rounds, DC 13, elves are immune to this effect)
Statistics
Str 18, Dex 15, Con —, Int 2, Wis 14, Cha 14
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats Improved Initiative
Skills Perception +6, Stealth +6
Ecology
Environment any land
Organization solitary, guard (2–4 plus 2–4 ghouls), or pack (4–6 plus 2–4 ghouls)
Treasure none
Special Abilities
Disease (Su) Ghoul Fever.
Ghouls keep ghoul hounds much as humans keep hunting dogs—some ghouls view these vicious beasts as little more than tools, while more sentimental ghouls treat them as favored pets. Ghoul hounds obediently follow their ghoul masters.
Grathkoll (CR 2): A larger breed of ghoul hound, the grathkoll can be ridden by a Medium creature. A grathkoll is a ghoul hound with the giant simple template and a +10 bonus to its base land speed.
Ghouls are cunning and versatile enemies, and can be used in many scenarios for an undead-focused campaign.
These stealthy serial killers might live near the edge of a village or large city and terrorize the locals by breaking in and slaughtering entire families. After a few weeks of terror, they move on to another village and start the carnage anew.
Ghoul Creeper CR 3
XP 800
hp 37
Ghouls (2) CR 1
XP 400 each
hp 13 each
This hunting party could be searching for someone in particular, or might just be out trying to fill the larders. A hunting party might attack a small caravan near a less traveled road or even a small village.
Corpse Cat CR —
XP —
hp 16
Ghoul Commander CR 8
XP 4,800
hp 99
Ghoul Huntsmaster CR 7
XP 3,200
hp 80
Ghouls (4) CR 1
XP 400 each
hp 13 each
A thieves' guild has a dark secret at its heart. The cost for crossing this guild is high, and apprentices who wash out are never seen again. This encounter works best as part of a series of encounters, and could be paired with the Second-Story Killers encounter or a selection of rogue stat blocks from Pathfinder RPG NPC Codex .
Ghoul Stalkers (2) CR 6
XP 2,400 each
hp 74 each
Masked Murderer CR 8
XP 4,800
hp 113
This pair of ghoul spellcasters and their bodyguards are much more than casual thugs. They are likely to be at the heart of a larger plot or traveling to secure a source of fresh meat for themselves and their kin. This encounter works well following the ghoul hunting party detailed above.
Ancient GraveDigger CR 10
XP 9,600
hp 112
Carrion Golems (4) CR 4
XP 1,200 each
hp 42 each
Masked Murderer CR 8
XP 4,800
hp 113