Ghoul, Ghoul CreeperGhoul Creeper CR 3Source Monster Codex pg. 82 XP 800 Ghoul rogue 3 CE Medium undead Init +4; Senses darkvision 60 ft.; Perception +11DefenseAC 18, touch 14, flat-footed 14 (+2 armor, +4 Dex, +2 natural) hp 37 (5d8+15) Fort +4, Ref +7, Will +7 Defensive Abilities channel resistance +2, evasion, trap sense +1; Immune undead traitsOffenseSpeed 30 ft. Melee bite +7 (1d6+3 plus disease and paralysis), 2 claws +7 (1d6+3 plus paralysis) Ranged mwk light crossbow +8 (1d8/19–20) Special Attacks disease (DC 14), paralysis (1d4+1 rounds, DC 14, elves are immune to this effect), sneak attack +2d6StatisticsStr 17, Dex 19, Con —, Int 13, Wis 16, Cha 16 Base Atk +3; CMB +6; CMD 20 Feats Bag of Bones, Power Attack, Weapon Finesse Skills Acrobatics +12, Bluff +11, Climb +11, Disable Device +5, Escape Artist +17, Intimidate +11, Perception +11, Sleight of Hand +12, Stealth +12 Languages Common, Undercommon SQ rogue talents (bleeding attack +2), trapfinding +1 Combat Gear potion of greater magic fang, potion of inflict moderate wounds, tanglefoot bag; Other Gear leather armor, mwk light crossbow with 20 arrows, 204 gpEcologyEnvironment any landDescriptionWhile all ghouls are quiet and deadly in the night, these ghouls specialize in striking from cover or exploiting tactical advantages. They set up ambushes or fight using group tactics to claim their prey.Creatures in "Ghoul" Category
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