This humanoid creature has long, sharp teeth, and its pallid flesh is stretched tightly over its starved frame.

Ghoul (CR 2)
Medium undead
Init +4; Senses darkvision 60 ft.; Notice 21
Aura stench (10 ft., F-DC 16; sickened 1d6+4 minutes)
AC 18, flat-footed 14
(+4 Dex, +4 natural)
HP 34 (4d8+16)
Fort +5, Ref +5, Will +8
Defensive Abilities channel resistance +2
Speed 30 ft.
Melee bite +6 (1d6+3 plus disease and paralysis) and 2 claws +6 (1d6+3 plus paralysis)
Special Attacks paralysis (1d4+1 rounds, F-DC 16)
Str 17, Dex 19, Con —, Int 17, Wis 18, Cha 18
Base Atk +3; CMB +6; CMD 20
Feats Weapon Finesse
Skills Acrobatics +8, Athletics +10, Deception +11, Intimidate +11, Perception +11, Sense Motive +11, Stealth +11
Languages Common, Necril
Environment ruins, urban
Organization solitary, gang (2–4), or pack (7–12)
Treasure standard
Special Abilities
Disease (Su) Ghast Fever: Bite—injury; save Fort DC 16; track physical; onset 1 day; frequency 1/day; effect 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.

Ghasts roam in packs of their own kind or lead groups of common ghouls.

OPEN GAME LICENSE Version 1.0a - All text is Open Game Content.