| Ghoul, Ghoul CommanderGhoul Commander CR 8Source Monster Codex pg. 84XP 4,800
 Ghoul antipaladin 7 (Pathfinder RPG Advanced Player’s Guide 118)
 CE Medium undead
 Init +3; Senses darkvision 60 ft.; Perception +15
 Aura cowardice (10 ft.)
 DefenseAC 21, touch 13, flat-footed 18 (+6 armor, +3 Dex, +2 natural)hp 99 (9 HD; 2d8+7d10+52)
 Fort +13, Ref +9, Will +15
 Defensive Abilities channel resistance +2; Immune disease, undead traits
 OffenseSpeed 20 ft.Melee mwk greataxe +15/+10 (1d12+7/19–20/×3), bite +8 (1d6+2 plus disease and paralysis) or bite +13 (1d6+5 plus disease and paralysis), 2 claws +13 (1d6+5 plus paralysis)
 Ranged  mwk composite shortbow +12/+7 (1d6+5/×3)
 Special Attacks channel negative energy (DC 17, 4d6), disease (DC 15), paralysis (1d4+1 rounds, DC 15, elves are immune to this effect), smite good 3/day (+4 attack and AC, +7 damage)
 Spell-Like Abilities (CL 7th; concentration +11)
 At will—detect good
 Antipaladin Spells Prepared (CL 4th; concentration +8)
 2nd—desecrate
 1st—disguise self, inflict light wounds (DC 15)
 TacticsBefore Combat The ghoul commander is usually accompanied by a fiendish dire boar mount. If he is defending an area, he casts desecrate on the area (these bonuses are not included in his statistics).During Combat The commander begins combat by charging in on his boar. He prefers to attack with his greataxe.
 StatisticsStr 20, Dex 17, Con —, Int 13, Wis 16, Cha 18Base Atk +8; CMB +13; CMD 26
 Feats Cleave, Improved Critical (greataxe), Power Attack, Toughness, Weapon Focus (greataxe)
 Skills Bluff +11, Intimidate +16, Perception +15, Ride +12
 Languages Common, Undercommon
 SQ cruelties (fatigued, staggered), fiendish boon (fiendish dire boar servant), touch of corruption 7/day (3d6)
 Combat Gear  scroll of inflict serious wounds; Other Gear mwk breastplate, mwk composite shortbow with 20 arrows, mwk greataxe, belt of giant strength +2, 79 gp
 EcologyEnvironment any landDescriptionFiendish Dire Boar Servanthp 42 (Pathfinder RPG Bestiary 36, 294)
 When ghouls marshal themselves into organized groups, it is ghoul commanders who shoulder the responsibility of leadership and command. In “civilized” ghoul cities and nations, ghoul commanders serve as an elite officer class, directing and commanding units of more common ghouls in military maneuvers and on excursions. While they receive their orders from ghouls higher up the chain of command, ghoul commanders are responsible for translating those orders into concrete tactics, and enjoy great autonomy on the battlefield—so long as their strategies succeed, at least.
 Creatures in "Ghoul" Category |