Ghoul Antipaladin
Creature 9 (uncommon) — ghoul, undead, unholy
Pre-Remaster content. May include legacy alignment.
CrasherAnvilLANDundeadghoul
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; darkvision
Languages common, necril
Skills acrobatics +18, athletics +20, intimidation +20, Kabriri Lore +18, religion +18, survival +18
Str
+6
Dex
+4
Con
+6
Int
+1
Wis
+4
Cha
+4
Items Flail, Heavy Crossbow, Steel Shield, Full Plate
AC 29 (31 with shield raised)
Fort +21
Ref +15
Will +18
HP 155 (void healing)
Immunities bleed, death-effects, disease, paralyzed, poison, unconscious
Speed 20 feet
Offense
Melee Jaws (unarmed) +19, Damage 2d8+11 piercing plus Ghoul Ghoul Fever, Ghoul Paralysis
Melee Claw (agile, unarmed) +19, Damage 2d6+9 slashing plus Ghoul Paralysis
Melee Flail (disarm, sweep, trip) +19, Damage 2d10+13 bludgeoning
Ranged Heavy Crossbow (reload-2) +19, range increment 120 feet, Damage 2d8+11 piercing
Abilities
Destructive Vengeance (unholy) —
Shield Block —
Void Healing — A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.
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.
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.
Divine Focus Spells DC 25, attack +17; 1 Focus Point
1st Touch of Corruption
WORKS WELL WITH
FlankerLANDOff-guard from flanking enables paralysis rider to land on key targets without needing the creature's own action to set up flat-footed.
ShadeLANDShade harassment splits priority between the incorporeal threat and the frontline pressure, stretching party action economy.
WeaverLANDDebuffs lowering Fortitude saves make paralysis stick more reliably, creating a tempo lock on melee characters.
PUNISHES
✖ clumping✖ melee reliance✖ standing still
Stacking multiple Crashers dilutes the paralysis value since targets already locked down don't compound.
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Ghoul Antipaladin in the encounter builder — free, no install.
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