Sneaky Ghoul in possession of the 'book'


Yarresh    CR 6
XP 2400
Male Ghoul Rogue 6
CE Medium Undead
Init + 8; Senses darkvision; Perception + 14


AC 19, touch 16, flat-footed 13 (+ 4 Dex, + 2 natural, + 2 bonus, + 1 dodge)
hp 60 (8d8+24)
Fort + 5, Ref + 9 (+ 2 vs. traps), Will + 8; + 2 vs. channel
Defensive Abilities channel resistance + 2, evasion, trap sense, uncanny dodge; Immune ability drain, bleeds, death effects, energy drain, exhaustion, fatigue, physical ability damage, disease, mind-affecting, non-lethal damage, paralysis, poison, sleep, stunning, undead traits


Speed 30 ft.
Melee Bite (Ghoul) + 10 (1d6+3/x2) and
   Claw x2 (Ghoul) + 10 x2 (1d6+3/x2)
Special Attacks paralysis (1d4+1 rounds, elves are immune) (dc 14), sneak attack + 3d6


During Combat Yarresh relies on his surprise attack ability to disable an opponent on the first round of combat. He prefers hit-and-run tactics to merely slugging it out with the PCs, and either flees to the northeast (with the intent of sneaking up on them later) or hides in the water at area A11.
Morale Yarresh would rather live and seek revenge than die at the hands of surface-dwellers. If brought below 20 hit points, he flees to the northeast… though he may return later and skulk about the city, possibly running into the PCs at an inopportune time.


Str 16, Dex 19, Con —, Int 10, Wis 17, Cha 16
Base Atk + 5; CMB + 8; CMD 24
Feats Dodge, Improved Initiative, Weapon Finesse, Weapon Focus (Bite), Weapon Focus (Claw)
Skills Acrobatics + 15, Bluff + 14, Climb + 14, Intimidate + 14, Perception + 14 (+ 17 to locate traps), Stealth + 15, Swim + 14
Languages Aklo, Common
SQ disease (dc 14), rogue talents (combat trick, fast stealth, surprise attacks), trapfinding + 3
Other Gear stuff, You have no money!

Special Abilities

Channel Resistance + 2 + 2 bonus to save vs. Channel Energy.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Disease (DC 14) (Su) Ghoul Fever: Bite-injury; save Fort DC 13; 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
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Stealth (Ex) You may move at full speed while using the Stealth skill without penalty.
Immune to Ability Drain Immune to ability drain
Immune to Bleeds You are immune to bleeds.
Immune to Death Effects You are immune to death effects.
Immune to Energy Drain Immune to energy drain
Immune to Exhausted You are immune to the exhausted condition.
Immune to Fatigue You are immune to the fatigued condition.
Immune to Physical Ability Damage Immune to ability damage to your physical abilities.
Immunity to Disease You are immune to diseases.
Immunity to Mind-Affecting attacks You are immune to Mind-Affecting attacks.
Immunity to Non-lethal Damage You are immune to Non-Lethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Paralysis (1d4+1 rounds, elves are immune) (DC 14) This special attack renders the victim immobile. Paralyzed creatures cannot move, speak, or take any physical actions. The creature is rooted to the spot, frozen and helpless. Paralysis works on the body, and a character can usually resist it with a
Sneak Attack + 3d6 + 3d6 damage if you flank your target or your target is flat-footed.
Surprise Attacks (Ex) Opponents are always flat-footed against you in the surprise round.
Trap Sense + 2 (Ex) + 2 bonus on reflex saves and AC against traps.
Trapfinding + 3 + 3 to find or disable traps.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Undead Traits Undead are immune to death effects, disease, mind-affecting effects (charms, compulsions, morale effects, phantasms, and patterns), paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects


Not long <after>, a lone but particularly sneaky ghoul named Yarresh came to investigate the <chamber>. Yarresh came to the northeast entrance and managed to pry loose two bars and squeeze into the cavern. He has spent the last few hours feeding on <something> and looking through the pages of a fascinating book he found <somewhere>.

Yarresh was outcast from his society of ghouls a few weeks ago after a failed attempt to kill and replace the warren’s current leader. Yarresh spent those weeks exploring the lower caverns, hoping to find something he could use to return to his warren, kill its leader, and assume control. He knows <stuff>, but considers the <book> his property now and fights to the end to defend his precious treasure—although if the PCs promise him either 6,000 gp in magic items that can be useful in killing ghouls or a supply of fresh bodies to feed upon in the next few days (requiring a DC 30 Diplomacy check), he’ll hand the book over without a fight.


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