XP 800
CE Medium undead
Init +6; Senses darkvision 60 ft.; Perception +8
AC 16, touch 12, flat-footed 14 (+2 Dex, +4 natural)
hp 26 (4d8+8)
Fort +3, Ref +3, Will +6
DR 5/slashing; Immune undead traits
Speed 30 ft.
Melee 2 claws +6 (1d6+3), bite +6 (1d6+3)
Special Attacks ghoul fever, pounce
Str 17, Dex 15, Con —, Int 6, Wis 14, Cha 12
Base Atk +3; CMB +6; CMD 18
Feats Improved Initiative, Toughness
Skills Acrobatics +9, Climb +10, Perception +8, Stealth +9; Racial Modifiers +4 Acrobatics, +4 Climb, +4 Stealth
Languages Common (cannot speak)
SQ stench
Pounce (Ex): When a Ghoul makes a charge, it can make a full attack, including two rake attacks.
Stench (Ex): A Ghoul exudes an overwhelming stench of decay and death. All living creatures within 10 feet must succeed on a DC 14 Fortitude save or be sickened for 1d6+4 minutes. A creature that successfully saves cannot be affected again by the same ghoul's stench for 24 hours. A delay poison or neutralize poison spell removes the effect from a sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. The save DC is Charisma-based.
Environment any land
Organization solitary, pair, or pack (3-12)
Treasure incidental
Ghouls 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. These grotesque monsters have a hunched posture and are covered in pale, rotting flesh. Their long, sharp claws and teeth allow them to tear through flesh with ease, while their powerful legs enable them to pounce on unsuspecting victims.
Ghouls are known to be 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. Ghouls are also known for their foul stench, which sickens those who come too close.
Though Ghouls possess a low level of intelligence, they are cunning and opportunistic predators. They are known to follow armies and scavenge the remains of battles, as well as lurk near places where they can find an easy meal.
Ghouls are generally solitary creatures but may occasionally gather in small packs, especially in areas with an abundance of corpses. When faced with a significant threat, ghouls may exhibit a primitive form of cooperation, attacking in unison to overwhelm their enemies. However, their predatory nature makes long-term cooperation among them rare.
These creatures are universally despised and feared by the living, as their presence often signifies disease, decay, and the lingering horrors of war. Ghouls are considered an abomination, and few would hesitate to destroy them on sight.