Ghoul (CR 1)
Alignment: Always chaotic evil
Initiative: +2 (Dex); Senses: darkvision 60 ft. and Spot +7
Languages: usually Common
AC: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Hit Dice: 2d12 (13 hp)
Fort +0, Ref +2, Will +5
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +1; Grapple +2
Attack: Bite +2 melee
Full Attack: Bite +2 melee and 2 claws +0 melee
Damage: Bite 1d6+1 and paralysis; claw 1d3 and paralysis
Special Attacks/Actions: Ghoul fever, Paralysis
Abilities: Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 16
Special Qualities: Undead, +2 turn resistance
Skills: Balance +6, Climb +5, Hide +6, Jump +6, Move Silently +6, and Spot +7
Advancement: 3 HD (Medium-size)
Climate/Terrain: Any land and underground
Organization: Solitary, gang (2-4), or pack (7-12)
Paralysis (Ex): Those hit by a ghoul's bite or claw attack must succeed at a Fortitude save (DC 14) or be paralyzed for 1d6+2 minutes. Elves are immune to this paralysis.
Create Spawn (Su): In most cases, ghouls devour those they kill. From time to time, however, the bodies of their humanoid victims lie where they fell to rise as ghouls themselves in 1d4 days. Casting protection from evil on a body before the end of that time averts the transformation. (The statistics above are for human ghouls and ghasts. Ghouls and ghasts may vary depending on their original race or kind.)
Ghouls try to attack with surprise whenever possible. They strike from behind tombstones, leap from mausoleums, and burst from shallow graves.
Ghouls haunt graveyards, battlefields, and other places rich with the carrion they hunger for These terrible creatures lurk wherever the stench of death hangs heavy, ready to devour the unwary.
Ghouls are said to be created on the death of a living man or woman who savored the taste of the flesh of people. This may or may not be true, but it does explain the disgusting behavior of these anthropophagous undead. Some believe that anyone of exceptional debauchery and wickedness runs the risk of becoming a ghoul.
That ghouls were once people is obvious to those with the courage to look upon them. Although they still appear more or less humanoid, their mottled, decaying flesh is drawn tight across clearly visible bones. The transformation from living beings into fell things of the night has warped their minds, making them cunning and feral. Their eyes burn like hot coals in their sunken sockets.