Ghoul Antipaladin
Creature 9 (uncommon) — ghoul, undead, unholy
Pre-Remaster content. May include legacy alignment.
The church of Kabriri selects only the most devoted and deadly ghouls to protect their libraries of secret-filled tomes.
Source: blood-lords-bestiary (Pre-Remaster)
Perception +15
Skills acrobatics +18, athletics +20, intimidation +20, religion +18, survival +18
Str
+6
Dex
+4
Con
+6
Int
+1
Wis
+4
Cha
+4
AC 29
Fort +21
Ref +15
Will +18
HP 155
Immunities bleed, death-effects, disease, paralyzed, poison, unconscious
Speed 20 feet
Offense
Melee Jaws +19, Damage 2d8+11 piercing
Melee Claw +19, Damage 2d6+9 slashing
Melee Flail +19, Damage 2d10+13 bludgeoning
Ranged Heavy Crossbow +19, Damage 2d8+11 piercing
Abilities
Destructive Vengeance (unholy) —
Shield Block — Shield Block
Void Healing — Negative Healing
Consume Flesh (manipulate) —
Ghoul Fever (disease) — 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 Ghoul the next midnight.
Paralysis (incapacitation, occult) — Any living, non-elf creature hit by a ghoul antipaladin's attack must succeed at a DC 25 Fortitude save or become Paralyzed. The creature 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 (move) — The ghoul antipaladin jumps up to half its Speed. This movement doesn't trigger reactions.
Spells
Touch of Corruption (rank 1)
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