Zeal-damned Ghoul
CREATURE 10 +21; darkvision
Common, Necril
Acrobatics +22, Athletics +20, Deception +18, Stealth +22
Str +4, Dex +6, Con +3, Int +0, Wis +3, Cha +2
AC 29; Fort +19, Ref +22, Will +19
HP 175; Immunities bleed
30 feet, burrow 5 feet
Melee Jaws +22 (finesse, unarmed), Damage 2d6+8 piercing plus 1d6 spirit plus 1d6 void plus Ghoul Fever plus Paralysis
Melee Claws +22 (agile, finesse), Damage 2d4+8 slashing plus 1d6 void plus 1d6 spirit plus Paralysis
Consume Flesh (manipulate)
The ghoul is adjacent to the corpse of an evil or chaotic creature that died within the last hour.
The ghoul devours a chunk of the corpse and regains 6d6 healing Hit Points. It can regain Hit Points from any given corpse only once.
Ghoul Fever (disease)
DC 27 Fortitude
carrier with no ill effect (1 day)
2d6 void damage and regains half as many Hit Points from all healing (1 day)
as stage 2 (1 day)
2d6 void damage and gains no benefit from healing (1 day)
as stage 4 (1 day)
dead, and rises as a zeal-damned ghoul the next midnight.
Paralysis (incapacitation, occult)
Any living, non-elf creature hit by a ghoul's attack must succeed at a DC 27 Fortitude save or become Paralyzed. It can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save.
Swift Leap (move)
The ghoul jumps up to half its Speed. This movement doesn't trigger reactions.
Pathfinder #161: Belly of the Black WhaleOGL