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Ghoul - CR: 1
SpeciesHuman
SubspeciesGhoul
SizeMedium
TypeUndead (Aquatic if lacedon)
Hit Dice2d8+2 (39 hp)
Speed30 ft. (30 ft. Swim if lacedon)
AbilitiesStr 13, Dex 15, Con -, Int 13, Wis 14, Cha 12
Special QualitiesDarkvision 60', Undead Traits, +2 Turn Resistance
EnvironmentAny (Any aquatic if lacedon)
OrganizationSolitary, gang (2-4) or pack (7-12)
TreasureNone
AlignmentCE
Advancement3 HD (Medium)
Level Adjustment-
Skills
Balance +6, Climb +5, Jump +5, Perception +7, Stealth +6
Feats
Multiattack
Combat
Initiative+2
Armor Class (AC)3 (15) [+1 base, +2 dex]
Base Attack+5%/+10% [+1 dam]
Full AttackBite +10% [+1 dam] (max Medium, plus paralysis) - 2 Claws +0% (max Small, plus paralysis)
Space/Reach5 ft./5 ft.
Special AttacksGhoul fever, Paralysis
SavesFort +0, Ref +2, Will +5
Description
Ghoul Fever (Su): Bite—injury; save Fort DC 13; onset 1 day; frequency 1/day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based.

An afflicted 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 normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul.

Paralysis (Ex): Those hit by a ghoul’s bite or claw attack must succeed on a DC 12 Fortitude save or be paralyzed for 1d4+1 rounds. Elves have immunity to this paralysis. The save DC is Charisma-based.

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