| Ghoul Raider | CR 7 |
Male ghoul fighter 6
CE Medium undead
Init +5; Senses darkvision 60 ft.; Perception +8
DEFENSE
AC 19, touch 15, flat-footed 14 (+1 armor, +5 Dex, +3 natural)hp 70 (2d8+6d10+30)
Fort +8, Ref +7, Will +7
Defensive Abilities bravery +2, channel resistance +2; Immune undead traits
OFFENSE
Speed 30 ft.Melee bite +14/+10 (1d8+7 plus disease and paralysis) and 2 claws +13/+9 (1d6+4 plus paralysis)
Special Attacks paralysis (1d4+1 rounds, DC 17, elves are immune to this effect), weapon training (natural attacks)
TACTICS
During Combat Before joining combat the ghoul raider will drink his potions of magic fang and shield of faith. Once in melee he uses full-attacks as often as possible. If he paralyzes his foe he will take their weapon and will attempt a coup de grace. If reduced below 30 hp, he will drink a potion of inflict serious wounds.
Morale While its companions remain in combat the ghoul raider will flee if reduced to 15 hp. If they die it will fight to the death.
STATISTICS
Str 18, Dex 20, Con —, Int 13, Wis 16, Cha 16Base Atk +7; CMB +11; CMD 25
Feats Ability Focus (paralysis), Improved Natural Attack (bite), Multiattack, Vital Strike, Weapon Finesse, Weapon Focus (bite), Weapon Specialization (bite)
Skills Acrobatics +15, Climb +9, Perception +14, Stealth +16, Swim+6
Languages Common
SQ armor training 1
Combat Gear potion of inflict serious wounds (2), potion of magic fang, potion of shield of faith Other Gear amulet of natural armor +1, bracers of armor +1, 5 gp, assorted jewelry worth 95 gp
SPECIAL ABILITIES
Disease (Su)
Ghoul Fever: Bite—injury; save Fort DC 15; onset 1 day;frequency 1/day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based.