Sith Ghoul (template)

During the final moments of Exar Kun's reign over the Massassi on Yavin 4, hundreds or even thousands of the natives fled into the temple to escape the Republic's bombardment. Many died, either by the bombs or by Exar Kun's ritual to preserve his soul after death. Some of those beings that died at that time returned to life through the dark side of the Force and were transformed into what have become known as Sith ghouls.
  Sith ghouls look more or less like they did in life, although their faces tend to have permanent expressions of either extreme horror or utter hatred. They have gray, hairless flesh and empty eye sockets.
  The Sith ghouls typically attack using merely physical attacks, either unarmed or with a crude weapon that they hastily obtain. However, they have been known to gain a sudden burst of strength and use it to slam an opponent with great force. In rare instances, ghouls that were Force-sensitive in life retain that connection through the Dark Side of the Force. Force-sensitive ghouls have been seen using powers such as dark rage, Force lightning, move object, and surge. Such ghouls are extremely dangerous and hold a seething hatred of living beings, especially Jedi.
  Although Sith ghouls have been sighted almost exclusively within the ruins on Yavin 4, some are rumored to roam the surface and tombs of Korriban.


To create a Sith ghoul, make the following modifications to an existing character or creature.

  CL: Increases by 1 (maximum 20).
  Dark Side Points: If the total number of Dark Side Points is less than the ghoul's Wisdom score, then the total is elevated to equal its Wisdom score. Otherwise, it remains unchanged.
  Senses: Gains darkvision, allowing them to ignore concealment (including total concealment) from darkness. However, it cannot perceive colors in total darkness.
  Languages: None.
  Defenses: Fortitude Defense now uses the Sith ghoul's Strength modifier instead of its Constitution modifier.
  Damage Reduction: Gains DR 10.
  Attacks: Unarmed only.
  Abililties: No Constitution score, +4 to Strength, Intelligence reduced to 2.
  Special Qualities: Gains the following special qualities.
  Living Dead: All penalties incurred by the condition track are halved (round down). When the creature reaches 0 hit points, it does not immediately die. Instead, the creature is considered dead when it reaches the last step on the condition track. All hit points immediately replenish at the beginning of each round. This special quality may be passed on with a successful bite attack. The target gains a persistent condition in which 1d6 points of damage is taken each round. Once the target's hit points reach 0, the target dies and becomes a Sith ghoul in 2d10 minutes.
  Sunlight Vulnerability: The creature receives 1d6 points of damage for every round it spends exposed to natural sunlight.
  Talents: Any talent that uses the creature's Constitution modifier now uses its Strength modifier instead.
  Feats: Any feat that uses the creature's Constitution modifier now uses its Strength modifier instead.
  Skills: Any skill that uses the creature's Constitution modifier now uses its Strength modifier instead.
  Possessions: Discarded. Cannot use weapons, armor, or any other form of equipment.

The following is an example of a Sith ghoul, created by adding the Sith ghoul template to a Dark Side Marauder.

Dark Side Marauder (as a Sith ghoul)CL 5
Medium Human soldier 4
Dark Side 14
Init +7; Senses darkvision; Perception +4
Languages None

Defenses Ref 14 (flat-footed 14), Fort 21, Will 16;
hp 58; Threshold 26

Speed 6 squares
Melee unarmed +9 (1d4+5)
Fighting Space 1 square; Reach 1 square
Base Atk +4; Grp +9
Atk Options Mighty Swing
Special Actions Indomitable
Force Powers Known (Use the Force +8): dark rage (2), surge

Abilities Str 20, Dex 10, Con -, Int 2, Wis 14, Cha 12
Special Qualities living dead, sunlight vulnerability
Talents Indomitable, Weapon Specialization (advanced melee weapons)
Feats Armor Proficiency (light, medium), Force Sensitivity, Force Training, Improved
  Damage Threshold, Mighty Swing, Weapon Proficiency (advanced melee weapons,
  pistols, rifles, simple weapons)
Skills Endurance +12, Initiative +7, Use the Force +8