XP 1,200
CE Medium undead
Init +7; Senses darkvision 60 ft.; Perception +10
AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
hp 39 (6d8+12)
Fort +4, Ref +5, Will +7
DR 5/slashing; Immune undead traits
Speed 30 ft.
Melee 2 claws +8 (1d6+4 plus ghoul fever), bite +8 (1d6+4)
Special Attacks ghoul fever, rend (2 claws, 1d6+6), spines
Str 18, Dex 16, Con —, Int 8, Wis 14, Cha 12
Base Atk +4; CMB +8; CMD 21
Feats Improved Initiative, Power Attack, Weapon Focus (claws)
Skills Acrobatics +12, Climb +11, Perception +10, Stealth +12
Languages Common (cannot speak)
SQ alghoul spines
Spines (Ex): An Alghoul can extend or retract spines from its back as a free action. While the spines are extended, any creature that grapples the Alghoul or is grappled by it takes 1d6 points of piercing damage each round. Additionally, any creature striking the Alghoul with a natural attack or unarmed strike takes 1d6 points of piercing damage.
Environment any land
Organization solitary, pair, or pack (3-6)
Treasure incidental
Alghouls are a more powerful and dangerous variant of the common ghoul, distinguished by their larger size, increased strength, and the retractable spines on their backs. Like their lesser kin, they are undead creatures that feed on the flesh of the dead and occasionally prey on the living. They are often found near graveyards, battlefields, and other locations where corpses are plentiful.
Their ferocious appearance and deadly spines make them a fearsome opponent. The alghouls' spines can be extended or retracted at will, and they use them to deter would-be attackers or to inflict additional damage when grappling.
Like common ghouls, Alghouls are drawn to areas of conflict and tragedy, making them a common sight in war-torn regions. They are nocturnal creatures, preferring to hunt under the cover of darkness. Their increased strength and resilience make them even more dangerous than regular ghouls, and they are known to lead packs of lesser ghouls in coordinated attacks.
Alghouls are universally despised and feared by the living, as their presence often signifies disease, decay, and the lingering horrors of war. These creatures are considered an abomination, and few would