Abyssal Ghoul (CR 10)

Medium Undead (Extraplanar)
Alignment: Always chaotic evil
Initiative: +7 (+3 Dex, +4 Improved Initiative); Senses: blindsight 90 ft.


AC: 27 (+3 Dex, +14 natural), touch 13, flat-footed 24
Hit Dice: 16d12 (104 hp)
Fort +5, Ref +10, Will +12
Speed: 40 ft.
Space: 5 ft./5 ft.
Base Attack +8; Grapple +15
Attack: Front claw +15 melee
Full Attack: 2 front claws +15 melee and rear claws +13 melee
Damage: Front claw 1d4+7 plus disease, rear claws 2d4+3 plus disease
Special Attacks/Actions:
Abilities: Str 25, Dex 16, Con -, Int 14, Wis 15, Cha 18
Special Qualities: Disease, improved grab, sneak attack +5d6, Wisdom drain, Acid resistance 20, cold resistance 20, deathwatch, electricity immunity, fire resistance 21), SR 20, uncanny dodge, undead traits
Feats: Dodge; Improved Initiative; Lightning Reflexes; Mobility; Multiattack; Spring Attack
Skills: Balance +20, Climb +20, Hide +20, Jump +23, Move Silently +20, and Tumble +20
Advancement: 17-24 HD (Medium-size); 25-48 HD (Large)
Climate/Terrain: Any land and underground
Organization: Solitary, gang (2-5), or swarm (6-12)
Treasure: None

Source: Fiend Folio

Abyssal ghouls are twisted undead creatures with fiendish characteristics. Their abyssal connections make them far more formidable opponents than common ghouls.

An abyssal ghoul looks similar to a common ghoul in that it is a warped humanoid figure with bestial features. Its skin is scaly and rough, and its fingers and toes end in fearsome claws several inches in length. Its teeth are equally fearsome, and a foot-long tongue dangles from its mouth, trailing into smoky incorporeality at its tip. Though an abyssal ghoul is blind, its other senses allow it to perceive prey around it.

Abyssal ghouls speak Abyssal.

Extraplanar Subtype

A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.

Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.