XP 800
LE Medium outsider (evil, extraplanar, lawful)
Init +7; Senses channel awareness, darkvision 60 ft., scent; Perception +9
DEFENSE
AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
hp 30 (4d10+8); fast healing 1
Fort +6, Ref +4, Will +6
OFFENSE
Speed 30 ft., climb 10 ft.
Melee bite +7 (1d6+1 plus disease and paralysis) and 2 claws +7 (1d4+1 plus paralysis)
Special Attacks paralysis (1d4+1 rounds, DC 14, elves are immune to this effect)
STATISTICS
Str 13, Dex 17, Con 14, Int 13, Wis 14, Cha 14
Base Atk +4; CMB +5; CMD 18
Feats Improved Initiative, Weapon Finesse
Skills Acrobatics +10, Climb +16, Intimidate +9, Knowledge (planes) +8, Perception +9, Stealth +10, Swim +8
Languages Common, Infernal
SQ ghoul blood, hellish infusion
SPECIAL ABILITIES
Channel Awareness (Su)
An avernal ghoul automatically senses
when it is in the area of a channel energy ability if that ability is
being used to affect undead (whether positive or negative energy).
Disease (Su)
Ghoul Fever: Bite--injury; save Fort 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 normal ghoul in
all respects. A humanoid of 4 Hit Dice or more rises as a ghast.
Ghoul Blood (Ex)
An avernal ghoul counts as a ghoul for any
effect related to race. This means that while an enemy may not be able
to find it with detect undead (because it is an outsider), a spell or magic item to specifically detect ghouls can locate it easily.
Hellish Infusion (Su)
Once per day as a standard action an
avernal ghoul can charge a corpse with evil energy drawn from its
connection to Hell. Any ghoul, ghast, or avernal ghoul that eats at
least 10 pounds of flesh from this corpse gains a +1 profane bonus to
AC, saves, and checks for the next day. The corpse remains charged for
1 hour, after which the energy fades and the corpse has no special
powers. The avernal ghoul's CR 3 assumes it has not had the opportunity
to eat a charged corpse in the past day; if it has, treat it as CR 4. |