GhastCR 3

Always CE Medium Undead

Init +3; Senses darkvision 60 ft.; Listen +2, Spot +8

Aura stench

Languages

AC 17, touch 12, flat-footed 14
(+3 Dex, +4 natural)

hp 29 (4 HD)

Fort +1, Ref +4, Will +6

Speed 30 ft.,

Melee Bite +5 (1d8+3 plus paralysis) and 2 claws +3 (1d4+1 plus paralysis)

Space 5 ft.; Reach 5 ft.

Base Atk +2; Grp +5

Abilities Str 17, Dex 17, Con -, Int 13, Wis 14, Cha 16

SQ undead traits, +2 turn resistance

Feats Multiattack, Toughness

Skills Balance +7, Climb +9, Hide +8, Jump +9, Move Silently +8, Spot +8

Advancement 5-8 HD (Medium)

Ghoul Fever (Su) Disease-bite, Fortitude DC 15, incubation period 1 day, damage 1d3 Con and 1d3 Dex. The save DC is Charisma-based.

An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul.

Paralysis (Ex) Those hit by a ghast's bite or claw attack must succeed on a DC 15 Fortitude save or be paralyzed for 1d4+1 rounds. Even elves can be affected by this paralysis. The save DC is Charisma-based.

Stench (Ex) The stink of death and corruption surrounding these creatures is overwhelming. Living creatures within 10 feet must succeed on a DC 15 Fortitude save or be sickened for 1d6+4 minutes. A creature that successfully saves cannot be affected again by the same ghast'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.