Monday, January 3, 2011

General Rules: Monsters - Ghoul

Ghoul (from the Monster Manual as modified by Libris Mortis: The Book of Undead)
Medium Undead

Hit Dice: 2d12 (13 hit points)
Initiative: +2
Speed: 30 feet
Armor Class: 14 (+2 Dexterity, +2 natural)
BAB/Grapple: +1/+2
Attack: Bite +2 melee (1d6 + 1 plus paralysis, bludgeoning, piercing, and slashing, 20 x2)
Full Attack: Bite +2 melee (1d6 + 1 plus paralysis, bludgeoning, piercing, and slashing 20 x2) and 2 claws +0 (1d3 plus paralysis, piercing and slashing, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Ghoul fever, paralysis
Special Qualities: Darkvision 60 feet, undead, +2 turn resistance
Saves: Fortitude +0, Reflex +2, Will +5
Abilities: Str 13, Int 13, Wis 14, Dex 15, Con -, Cha 12
Skills: Balance +6, Climb +5, Hide +6, Jump +5, Move Silently +6, Spot +7
Feats: Multiattack
Environment: Any
Organization: Solitary, gang (2 - 4), or pack (7 - 12)
Challenge Rating: 1
Treasure: None
Alignment: Always chaotic evil
Advancement: 3 Hit Dice (Medium)
Level Adjustment: +3

Ghouls speak the languages they spoke in life (usually Rhadynnic or Sorglish).

Combat
Ghouls try to attack with surprise whenever possible. They strike from behind tombstones and burst from shallow graves.

Ghoul Fever (Su): Disease - bite, Fortitude DC 12, incubation period 1 day, damage 1d3 Con and 1d3 Dex. The save DC is Charisma-based.

An afflicted 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, not a ghoul.

Paralysis (Ex): Those hit by a ghoul’s bite or claw attack must succeed on a DC 12 Fortitude save or be paralyzed for 1d4 + 1 rounds. Elves have immunity to this paralysis. The save DC is Charisma-based.

Undead: Immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), immune to poison, sleep effects, paralysis, stunning, disease, and death effects. Not subject to critical hits, nonlethal damage, ability drain, fatigue, or exhaustion effects. Cannot heal damage on its own. Immune to any effect that requires a Fortitude save unless it also works on objects or is harmless. Not a risk of death due to massive damage. Does not eat, breathe, or sleep.

Ghouls as Characters
Most ghouls were formerly human or a member of one of the savage humanoid races (orcs, gnolls, goblinoids, and the like). Any humanoid afflicted by ghoul fever might become a ghoul.

Ghoul characters possess the following racial traits:
  • Type: Ghouls are undead.

  • Ability Scores: +2 Dexterity, +2 Wisdom, Constitution -. Ghouls are more agile than humans and have a natural cunning and insight. As an undead creature, a ghoul does not have a Constitution score.

  • Size: Ghouls are the same size as their base race.

  • Speed: Ghouls have the same base land speed as their base race.

  • Darkvision: Ghouls can see in the dark out to 60 feet.

  • Automatic Languages: Ghouls remember the languages of their former existence.

  • Favored Class: Ghoul (from Libris Mortis: The Book of Undead).

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