XP 1,200
Male ghast cleric 3
NE Medium undead
Init +3; Senses darkvision 60 ft.;
Perception +13
Aura stench
(10 ft., DC 16, 1d6+4 minutes)
DEFENSE
AC 22, touch 13, flat-footed
19 (+5 armor,
+3 Dex, +4
natural)
hp 47 (5d8+25)
Fort
+9, Ref
+5, Will
+12
Defensive Abilities channel resistance +2; Immune undead
traits
OFFENSE
Speed
20 ft.
Melee bite +6 (1d6+2 plus disease
and paralysis),
2 claws +6
(1d4+2 plus paralysis)
Special Attacks paralysis
(1d4+1 rounds, DC 16), channel
negative energy 10/day (DC 16, 2d6), destructive smite +1 (8/day)
Domain Spell-Like
Abilities (CL 3rd; concentration
+8)
8/day—touch of evil (1 round)
Spells Prepared (CL 3rd; concentration
+8)
D domain spell; Domains destruction,
evil Tactics
Before Combat In his home, he has two guards (NE
male ghoul
fighters
1) nearby at all times, and is quick to summon them if he
is in danger. If there are chattel about, he also summons them to
fight at
his side— even if only to distract his opponents for a moment.
During Combat He uses his channel energy ability to heal
himself and his undead allies or to injure living opponents. He targets
his
largest enemy’s weapon with shatter,
then casts spiritual
weapon before joining
the fray. He tries to paralyze as many opponents as possible.
Morale He uses his darkness
spell to flee if the combat
turns against him.
STATISTICS
Str
14, Dex
17, Con
—, Int
17, Wis
21, Cha
20
Base Atk +3; CMB
+5; CMD
18
Feats Command Undead, Extra
Channel, Weapon
Finesse
Skills Acrobatics
+1 (–3 jumping),
Climb +3, Diplomacy +11,
Heal
+11, Intimidate
+11, Knowledge
(nobility) +9, Knowledge
(religion) +9,
Perception +13, Sense Motive
+11, Spellcraft
+9, Stealth +6
Languages Common, Draconic, one other
SQ aura
Combat Gear potion of barkskin,
potion of magic
fang; Other
Gear masterwork scale mail, cloak of resistance +1, 650 gp
SPECIAL ABILITIES
Disease (Su)
Ghoul Fever: Bite—injury; save Fort
DC 16;
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
of 4 Hit Dice or more
rises as a ghast.
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