Guardian ghouls are the four guardian spirits of a ghoul queen, dark forces who have opposed druids for centuries. Every 1,500 years the ghoul queen can open a portal to the plane of shadow, where all of the ghoul lurk, plotting their revenge.
Guardian ghouls appear as black, shifting forms darting in and out of reality. When they spot a victim, they swoop down and materialize. In their material forms they are noseless, coweled monstrosities, all claws and gnashing teeth. They are fond of tearing their victims apart, burrowing through warm bodies to get at the delicious intestines.
Guardian ghouls can only be commanded the ghoul queen. They are immune to all but magic weapons. Phosphorous grenades work particularly well against them.
Dark Ghoul (CR 6, HD 10d12)
CE Medium Undead (Incorporeal)
Init +7 Spd Fly, Good 60
Senses Darkvision (Ex): 60 ft.; | Listen +17, Spot +12
AC 17 (FF 14, Touch 17)
hp 65 (Disabled 0/Dying —/Injury –)
Saves: Fort +3, Ref +6, Will +9
Resistance: Turn (Ex): +2, Immunity: Mind-Affecting Attacks (Ex), Immunity: Poison (Ex), Immunity: Sleep Effects (Ex), Immunity: Paralysis (Ex), Immunity: Stun (Ex), Immunity: Disease (Ex), Immunity: Death Effects (Ex), Immunity: Critical hits (Ex), Immunity: Nonlethal Damage (Ex), Immunity: Ability Drain (Ex), Immunity: Energy Drain (Ex), Immunity: Ability Damage (Physical Scores), Immunity: Death from Massive Damage (Ex), Immunity: Fortitude Save-Based Attacks (Ex), Immunity: Raise Dead (Ex), Immunity: Reincarnate (Ex), Immunity: Exhaustion (Ex), Immunity: Fatigue (Ex)
Atk +8 base melee, +8 base ranged; Grapple +8;
+9 Melee (Bite 1d3/crit 20/x2) and +7 Melee (2 Claws 1d6+1/crit 20/x2);
SA: Rend (Ex)
SQ: Racial Traits: Undead, Subtype: Incorporeal, Unnatural Aura (Su), No Natural Healing (Ex),
Abilities STR 13, DEX 16, CON –, INT 14, WIS 14, CHA 15
Feats: Alertness, Blind-Fight, Combat Reflexes, Flyby Attack, Multiattack, Improved Initiative.
Skills: Diplomacy + 17, Hide + 16, Intimidate + 15, Listen + 17, Search + 14, Sense Motive + 8, Spot + 12.
Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Rend (Ex): If a guardian ghoul hits with both claw attacks it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+2 points of damage.
Incorporeal Form (Su): Most of the time a dark ghoul is incorporeal, but at will it can assume a corporeal form. It can switch forms once per round as a free action.
Incorporeal: Can be harmed only by other incorporeal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently.
Unnatural Aura (Su): Both wild and domesticated animals can sense the unnatural presence of a dark ghoul at a distance of 30 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.
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