Perception +15; darkvision
Languages Common, Necril
Skills Acrobatics +18, Athletics +20, Intimidation +20, Kabriri Lore +18, Religion +18, Survival +18
Str +6, Dex +4, Con +6, Int +1, Wis +4, Cha +4
Items
, , (20 ), (Hardness 5, HP 20, BT 10)AC 29 (31 with shield raised); Fort +21, Ref +15, Will +18
HP 155, negative healing; Immunities death effects, disease, paralyzed, poison, unconscious
Destructive Vengeance Trigger The ghoul antipaladin takes damage from an enemy within 15 feet; Effect The ghoul antipaladin increases the amount of damage they take by 3d6, and they deal 3d6 damage to the triggering enemy, choosing evil or negative damage to deal to the enemy each time the antipaladin uses this reaction. In addition, the antipaladin deals 4 extra damage of the chosen type with their Strikes against the triggering creature until the end of the antipaladin’s turn. An enemy damaged from the ghoul antipaladin’s Destructive Vengeance also takes 4 persistent evil damage; this applies only to the damage the reaction itself deals to the triggering creature, not the damage the antipaladin deals with subsequent Strikes.
Shield Block
Speed 20 feet
Melee jaws +19; Damage 2d8+11 piercing plus ghoul fever and paralysis
Melee claw +19 (agile), Damage 2d6+9 slashing plus paralysis
Melee flail +19 (disarm, sweep, trip), Damage 2d10+13 bludgeoning
Ranged heavy crossbow +19 (range increment 120 feet, reload 2), Damage 2d8+11 piercing
Champion Devotion Spells 1 Focus Point, DC 25; 5th
Consume Flesh (manipulate) Requirements The ghoul antipaladin is adjacent to the corpse of a creature that died within the last hour; Effect The ghoul antipaladin devours a chunk of the corpse and regains 4d6 Hit Points. It can regain Hit Points from any given corpse only once.
Ghoul Fever (disease) Saving Throw Fortitude DC 27; Stage 1 carrier with no effect (1 day); Stage 2 3d6 negative damage and regains half as many hit Points from all healing (1 day); Stage 3 as stage 2 (1 day); Stage 4 3d6 negative damage and gains no benefit from healing (1 day); Stage 5 as stage 4 (1 day); Stage 6 dead, and rises as a
the next midnightParalysis (incapacitation, occult, necromancy) Any living, non-elf creature hit by a ghoul antipaladin’s attack must succeed at a DC 25 Fortitude save or become paralyzed. The creature can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save.
Swift Leap (move) The ghoul antipaladin jumps up to half its Speed. This movement doesn’t trigger reactions.