Fleshvigor Ghoul* (CR 2)
Alignment: Always chaotic evil
Initiative: +2 (Dex); Senses: darkvision 60 ft. and Spot +7
AC: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Hit Dice: 2d12 (13 hp)
Fort +0, Ref +2, Will +5
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +1; Grapple +3
Attack: Bite +4 melee
Full Attack: Bite +4 melee (1d6+2 plus paralysis) and 2 claws +1 melee
Damage: Bite 1d6+2 plus paralysis, claw 1d3+1 plus paralysis
Special Attacks/Actions: Ghoul fever, paralysis
Abilities: Str 15, Dex 15, Con -, Int 13, Wis 14, Cha 12
Special Qualities: Cannibalistic healing, undead traits, +2 turn resistance
Feats: Multiattack; Weapon Focus (bite)
Skills: Balance +6, Climb +6, Hide +6, Jump +6, Move Silently +6, and Spot +7
Advancement: 3 HD (Medium)
Organization: Solitary, gang (2-4), or pack (7-12)
Ghoul Fever (Su): Disease - bite, Fortitude DC 12, incubation period 1 day, damage 1d3 Con and 1d3 Dex. The save DC is Charisma-based.
An afflicted humanoid who dies of the fleshvigor ghoul's ghoul fever rises as a fleshvigor ghoul at the next midnight. A humanoid who becomes a fleshvigor ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal fleshvigor ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a fleshvigor ghast, not a fleshvigor ghoul.
Paralysis (Ex): Those hit by a fleshvigor ghoul's bite or claw attack must succeed on a DC 12 Fortitude save or be paralyzed for 1d4+1 rounds. Elves have immunity to this paralysis. The save DC is Charisma-based.