Undead Cleric CR 4
Speed 20 ft.
Melee bite +6 (1d6+2 plus disease and paralysis), 2 claws +6 (1d4+2 plus paralysis)
Special Attacks paralysis (1d4+1 rounds, DC 16), channel negative energy 10/day (DC 16, 2d6), destructive smite +1 (8/day)
Domain Spell-Like Abilities (CL 3rd; concentration +8)
Spells Prepared (CL 3rd; concentration +8)
1st— bane (DC 16), cause fear (DC 16), command (2, DC 16), protection from good D
0 (at will)— bleed (DC 15), detect magic, guidance, resistance
D domain spell; Domains destruction, evil
Before Combat In his home, he has two guards (NE male ghoul fighters 1) nearby at all times, and is quick to summon them if he is in danger. If there are chattel about, he also summons them to fight at his side— even if only to distract his opponents for a moment.
During Combat He uses his channel energy ability to heal himself and his undead allies or to injure living opponents. He targets his largest enemy’s weapon with shatter, then casts spiritual weapon before joining the fray. He tries to paralyze as many opponents as possible.
Morale He uses his darkness spell to flee if the combat turns against him.
Str 14, Dex 17, Con —, Int 17, Wis 21, Cha 20
Base Atk +3; CMB +5; CMD 18
Feats Command Undead, Extra Channel, Weapon Finesse
Skills Acrobatics +1 (–3 jumping), Climb +3, Diplomacy +11, Heal +11, Intimidate +11, Knowledge (nobility) +9, Knowledge (religion) +9, Perception +13, Sense Motive +11, Spellcraft +9, Stealth +6
Languages Common, Draconic, one other
Combat Gear potion of barkskin, potion of magic fang; Other Gear masterwork scale mail, cloak of resistance +1, 650 gp
Ghoul Fever: Bite—injury; save Fort DC 16; onset 1 day; frequency 1 day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based. A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast.