Ghoul, Abyssal (CR 10)
Alignment: Always chaotic evil
Initiative: +7 (Dex); Senses: blindsight
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 +4
Attack: 2 front claws +15 melee and rear claws +13 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: Disease, improved grab, sneak attack +5d6, Wisdom drain 1d6
Abilities: Str 25, Dex 16, Con -, Int 14, Wis 15, Cha 18
Special Qualities: Acid resistance 20, cold resistance 20, deathwatch, electricity immunity, fire resistance 20, SR 20, uncanny dodge (Dex bonus to AC, cant be flanked), undead traits
Feats: Dodge; Improved Initiative; Lightning Reflexes; Mobility; Multiattack; Spring Attack
Skills: Balance +21, Climb +15, Hide +11, Jump +25, Move Silently +11, and Tumble +21
Advancement: 17-24 HD (Medium-size); 25-48 HD (Large)
Climate/Terrain: Any land and underground
Organization: Solitary, pair, gang (3-5), or swarm (6-12)
City of the Spider Queen
Vile minions of Kiaransalee, 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 tough, 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.