Zeal-damned Ghoul

Level 10
Creature· chaoticUncommonMediumLegacy
AC
29
HP
175
Speed
30 ft.
Perception
+21
Fort
+19
Ref
+22
Will
+19
Immunities bleed
Languages common, necril
Senses darkvision
Skills acrobatics +22, stealth +22, athletics +20, deception +18
Other Speeds burrow 5 ft.
Recall Knowledge DC 29 (religion)

Attacks

Melee Jaws +22 (finesse, unarmed), Damage 2d6+8 piercing plus 1d6 spirit plus 1d6 void
Melee Claws +22 (agile, finesse), Damage 2d4+8 slashing plus 1d6 void plus 1d6 spirit

Abilities

Consume Flesh

Requirements The ghoul is adjacent to the corpse of an evil or chaotic creature that died within the last hour.


Effect The ghoul devours a chunk of the corpse and regains 6d6 healing Hit Points. It can regain Hit Points from any given corpse only once.

Ghoul Fever

Saving Throw DC 27 fortitude

Stage 1 carrier with no ill effect (1 day)

Stage 2 2d6 void damage and regains half as many Hit Points from all healing (1 day)

Stage 3 as stage 2 (1 day)

Stage 4 2d6 void damage and gains no benefit from healing (1 day)

Stage 5 as stage 4 (1 day)

Stage 6 dead, and rises as a zeal-damned ghoul the next midnight.

Paralysis

Any living, non-elf creature hit by a ghoul's attack must succeed at a DC 27 fortitude save or become Paralyzed. It can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save.

Swift Leap

The ghoul jumps up to half its Speed. This movement doesn't trigger reactions.