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Cinder Ghoul

This creature is a swirling, humanoid cloud of burning ash and charred body parts. A red glow of burning embers can be glimpsed floating within the mass. This creature reeks of smoke and burnt flesh.

Cinder Ghoul
CR 7

XP 3,200
CE Large undead (fire)
Init +9; Senses darkvision 60 ft.; Perception +12

DEFENSE

AC 20, touch 14, flat-footed 15 (+5 Dex, +6 natural, -1 size)
hp 64 (8d8+40)
Fort +6, Ref +11, Will +7
Defensive Abilities +2 channel resistance; DR 10/magic; Immune fire, precision damage, undead traits
Weaknesses vulnerable to cold

OFFENSE

Speed fly 40 ft. (perfect)
Melee 2 slams +11 (1d8+3 plus burn plus energy drain)
Space 10 ft.; Reach 5 ft.
Special Attacks burn (1d6, DC 18), energy drain (1 level, DC 18), smoke inhalation

Tactics The cinder ghouls are nearly mindless, and move to attack the closest targets. On the first round that a cinder ghoul is adjacent to a foe at the start of that round, the ghoul attempts its smoke inhalation attack while the other ghoul continues to fight. Although they will pursue foes who retreat a short distance, they will not follow them farther than a hundred feet. The cinder ghouls fight until destroyed.

STATISTICS

Str 16, Dex 20, Con --, Int 4, Wis 12, Cha 19
Base Atk +5; CMB +8; CMD 23
Feats Improved Initiative, Lightning Reflexes, Toughness, Weapon Finesse
Skills Fly +11, Perception +12
Languages Common (cannot speak)
SQ smoke form

SPECIAL ABILITIES

Smoke Inhalation (Su)

As a full-round action, a cinder ghoul can attempt to force some of its smoky form into the lungs of an adjacent living opponent. The target must succeed on a DC 18 Fortitude save or inhale part of the creature. Smoke inside the victim’s lungs burns the tissues and organs, dealing 1 point of Constitution damage each round for 1d4+2 rounds. The affected creature can attempt another Fortitude save each round to cough out the burning residue and stop the Constitution damage. The save DC is Charisma-based.

Smoke Form (Ex)

A cinder ghoul’s natural form is similar to a gaseous form spell, though it retains its natural armor bonus, all attacks, and can use its supernatural abilities. It is able to fly naturally but is subject to the effects of wind (though it cannot be dispersed and takes no damage from wind). A cinder ghoul cannot enter water or other liquids and cannot pass through small holes or narrow openings.