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Dread Ghast Human Aristocrat 4/Rogue 3

Dread Ghast Human Aristocrat 4/Rogue 3 CR 6

XP 2,400
Male dread ghast human aristocrat 4/rogue 3
CE Medium undead (augmented human)
Init +8; Senses Perception +1; Aura stench (20 ft., DC 19, 1d6+4 minutes), unnatural aura (30 ft.)

DEFENSE

AC 19, touch 15, flat-footed 15 (+1 deflection, +4 Dex, +4 natural)
hp 87 (7d8+56)
Fort +9, Ref +8, Will +6
Defensive Abilities evasion; Immune undead traits

OFFENSE

Speed 30 ft., climb 30 ft.
Melee +1 war razor +10 (1d4+3/18-20), bite +4 (1d8+1 plus paralysis), claw +4 (1d6+1 plus paralysis and ghoul fever)
Special Attacks command ghasts and ghouls, create spawn, paralysis (1d4+1 rounds, DC 20), sneak attack +2d6

STATISTICS

Str 17, Dex 18, Con —, Int 14, Wis 12, Cha 24
Base Atk +5; CMB +8; CMD 22
Feats Improved Initiative, Lightning Reflexes, Persuasive, Toughness, Weapon Finesse
Skills Acrobatics +8 (+18 when jumping), Bluff +17, Climb +11, Diplomacy +19, Intimidate +19, Knowledge (local) +8, Knowledge (nobility) +9, Ride +11, Sense Motive +11, Sleight of Hand +14, Stealth +14
Languages Common, Elven
SQ rogue talents (surprise attack), trapfinding +1, trap sense +1
Gear +1 war razor, ring of jumping, ring of protection +1, stalker’s mask, extravagant noble’s outfit worth 200 gp, cameo worth 100 gp containing tiny portrait of PC, key to area B29

SPECIAL ABILITIES

Command Ghouls (Su)

He can automatically command all normal ghasts and ghouls within 30 feet as a free action. Normal ghasts and ghouls never attack a dread ghast unless compelled.

Create Spawn (Su)

Any creature killed by him that lies undisturbed until the next midnight rises as a dread ghast at that time. The new dread ghast is not under the control of its creator. A protection from evil or gentle repose spell cast on the corpse prevents this.

Disease (Su)

Ghoul Fever: Bite—injury; save Fort DC 19; 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 who becomes a 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 ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast.

Unnatural Aura (Su)

Animals, whether wild or domesticated, can sense his unnatural presence at a distance of 30 feet. They do not willingly approach nearer than that and panic if forced to do so unless a master succeeds at a DC 25 Handle Animal, Ride, or wild empathy check. A panicked animal remains so as long as it is within 30 feet of him.

Section 15: Copyright Notice

Pathfinder 2: The Skinsaw Murders. Copyright 2007, Paizo Publishing LLC. Author: Richard Pett.