Size and Type: The creature’s type changes to undead with the appropriate augmented subtype. Do not recalculate base attack bonuses, saves, or skill points. Size is unchanged.
Hit Dice: Increase all current and future Hit Dice to d12s.
Armor Class: The ghoul’s natural armor bonus improves by +2 over that of the base creature.
Attack: The ghoul retains all the base creature’s attacks, and its weapon and armor proficiencies. These attacks retain the same primary or secondary status they had for the base creature. If the base creature possesses at least one mouth but has no natural attack with it, the ghoul gains a bite attack with each mouth. The bite attack is primary if the base creature has no natural attacks; otherwise it is secondary.
If the base creature possesses at least one arm but has no natural attacks with it, the ghoul gains a secondary claw attack with each such limb.
Damage: If the ghoul gained bite or claw attacks from the application of this template, the base damage for each is as given on the following table.
|Size||Bite Base Damage||Claw Base Damage|
Special Attacks: The ghoul retains all the base creature’s special attacks and gains those described here.
Ghoul Fever (Su): Disease—bite, Fortitude DC 12, 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): A creature damaged by a dread ghoul’s natural attack must succeed on a Fortitude save (DC 10 + 1/2 dread ghoul’s character level + dread ghoul’s Cha modifier) or be paralyzed for 1d4+1 rounds.
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.
Abilities: Increase from the base creature as follows: Str +2, Dex +4, Int +2, Wis +4, Cha +2. As an undead creature, a ghoul has no Constitution score.
Organization: Solitary, pair, gang (3–4), or pack (5–12).
Challenge Rating: Same as the base creature.
Alignment: Always chaotic evil.
Level Adjustment: Same as the base creature +4.
Source: Adapted from Advanced Bestiary