Variant
Perception +14; darkvision, lifesense 60 feet, scent (imprecise) 60 feet.
Languages Abyssal, Celestial, Infernal, Requian
Skills Acrobatics +13, Athletics +12, Intimidation +11, Religion +6, Stealth +13, Survival +12
Str +3, Dex +4, Con +4, Int –3, Wis +3, Cha +2
AC 21; Fort +15, Ref +13, Will +10
HP 90, negative healing; Immunities death effects, disease, paralyzed, poison, unconscious
Speed 30 feet
Melee jaws +14 (magical), Damage 1d10+7 plus corrupted touch, ghoul fever, and paralysis
Melee claw +14 (agile, magical), Damage 1d6+7 slashing plus corrupted touch and paralysis
Divine Innate Spells DC 22; 2nd
(×3, self only)Pounce The esobok ghoul Strides and then makes a claw Strike. If it began this action hidden, it remains hidden until after the Strike.
Consume Flesh (manipulate) As ghoul, but regains 3d6 HP.
Corrupted Touch An esobok ghoul’s Strikes deal 1d6 negative damage to living creatures. A creature critically hit by an esobok ghoul’s Strike must attempt a DC 18 Fortitude save or become drained 1 (drained 2 on a critical failure) as rot spreads throughout their flesh.
Ghoul Fever (disease) As ghoul, but Fortitude DC 22.
Paralysis (incapacitation, occult, necromancy) As ghoul, but Fortitude DC 22.