"The strange man grinned at me from underneath his hood with teeth that did not seem to end. Stranger still was the thick perfume about him, coupled with a slight stench of what I could only assume were rotting eggs! Anyways, I backed out of that alley and into a patrolling city guard, luckily enough."
——Cecil Laroo, Royal Wedding Planner unwittingly describing the luckiest night of his life
These creatures started as ghouls, but have managed to survive many years through consuming the flesh of the living and dead, growing stronger through the decay and warmth of life alike. As such, the unnatural aura of power surrounding most undead makes these monsters stronger, faster, more cunning and far more dangerous with their paralyzing attacks. Unfortunately for many unwary adventurers, it is very difficult to tell the difference between a Ghast and a Ghoul through physical appearance alone. The only obvious sign is fairly difficult to notice for an inexperienced individual: A Ghast's eyes have a pale red hue to their glow, whereas a ghoul's eyes glow yellow.
Senses
Lifesense, Darkvision
Proximity
Pot 1d4+4
The Ghast produces a foul, rotting greenish brown aura that assaults the senses of the living. All creatures with a Fortitude of 17 or less are
Sickened while within the
Aura and for 1 moment thereafter.
(Basic)
Initiative 22/1d8
|
Max HP
60
|
Resilience: +3
Healing Value: 12
|
|
Morale
1
|
Resistances: Turn Resistance [1d6+4].
Undead Immunities: Bleed and
Necrotic damage,
Blood Loss,
Death,
Disease,
Energy Damage,
Fatigue,
Poisons & Toxins,
Exhausted,
Nauseated,
Pain,
Sickened,
Sleep,
Tired.
Vulnerabilities:
Attributes / Saving Throws
Saving Throw Modifiers:
Actions
Movement Modes
Shift 5ft / 2
Skirmish 30ft / 3
Sprint 55ft / 3
At-Will
Standard REC 6 • Melee Reach 5ft • One creature
1d6 + 4 (avg 8) Slashing or Chopping damage (Crit 2%/4)
The Ghast cuts into a victim with a diseased claw or bite attack. On a hit, the target is
Paralyzed [SE, ST 4d10 vs CON] and is exposed to
Ghoul Fever (1 Pestilence, Exposure DC 15).
Special: Potable wine poured over an affected victim will remove the paralysis immediately. (Elves are subject to this Paralysis, unlike with that of common Ghouls).
Uses: 3
Short Rest
Standard REC 6 • Melee Reach 5ft • One creature
2d6 + 4 (avg 11) Slashing or Chopping damage (Crit 2%/4)
The Ghast cuts into a victim with a savage deluge of claws and teeth. On a hit, the target is
Paralyzed [SE, ST 4d10 vs CON] and exposed to
Ghoul Fever (1 Pestilence, Exposure DC 20).
Special: Potable wine poured over an affected victim will remove the paralysis immediately. (Elves are subject to this Paralysis, unlike with that of common Ghouls).
Standard REC 6 • Melee Reach 5ft • One creature
1d6 + 4 (avg 8) Chopping Bleed damage (Crit 2%/4)
The Ghast bites deeply into living flesh. On a hit, the target is
Paralyzed [SE, ST 4d10 vs CON] and exposed to
Ghoul Fever (1 Pestilence, Exposure DC 15). Additionally, the target suffers Ongoing 10
Bleed damage every 10 segments [SE, ST 3d10 vs CON]
Special: Potable wine poured over an affected victim will remove the Paralysis immediately. (Elves are subject to this Paralysis, unlike with that of common Ghouls).
Uses: 3
Extended Rest
Standard REC 8 • Melee Reach 5ft • One or two creatures within reach
1d6 + 4 (avg 8) Slashing or Chopping damage (Crit 2%/4)
The Ghast lashes out on nearby enemies. Make two attacks, on the same or different targets. On a hit, the target is
Paralyzed [SE, ST 4d10 vs CON] and exposed to
Ghoul Fever (1d2 Pestilence, Exposure DC 15).
Special: Potable wine poured over an affected victim will remove the paralysis immediately. (Elves are subject to this Paralysis, unlike with that of common Ghouls).
Standard REC 6 • Melee Reach 5ft • One helpless creature
2d6 + 4 (avg 11) Chopping damage (Crit 2%/4)
The Ghast feasts on the flesh of a helpless victim. On a hit, the target must make an
Injury Check (Resilience) with a +10 bonus or suffer a
Chopping Injury. The target is also
Paralyzed [SE, ST 4d10 vs CON] and exposed to
Ghoul Fever (1d3 Pestilence, Exposure DC 20).
Special: Potable wine poured over an affected victim will remove the paralysis immediately. (Elves are subject to this Paralysis, unlike with that of common Ghouls).
Overland Movement
30 mi/day
Qualities
- Lifesense: Lifesense allows a creature to detect the life force of all living creatures around them. Additionally, it grants these creatures a +5 Racial bonus to Spot and Awareness against living creatures (inc).
- Undead Immunities: Immune to Bleed and Necrotic damage. Immune to Blood Loss, Death, Disease, Energy Damage, Fatigue, Poisons & Toxins, and the following conditions: Exhausted, Nauseated, Pain, Sickened, Sleep, and Tired.
- Vulnerability: The creature is Vulnerable to Radiant damage (1.5x). (inc)
- Turn Resistance: The creature has Turn Resistance equal to [1d6 + Undeath Rank]. (inc)
- Natural Armor: AC +2/+2 (inc)
Skills: Balance R3 (+8), Climb R3 (+8), Escape R3 (+10), Jump R3 (+10), Stealth R5 (+14), Listen R4 (+12), Spot R4 (+14), Hunting R4 (+12), Survival R3 (+8), Investigate R3 (+10), Coercion R3 (+9), Deception R2 (+7), Persuasion R1 (+6), Bravery R3 (+7), Intuition R2 (+8), Suspicion R2 (+8)
Feats: More Precise, Fast Initiative
Philosophies: Rank 1 Mental, Rank 2 Physical, Rank 4 Undeath
Combat Training: Melee 1, Ranged 1, Parry 1, Fort 1, Reflex 1, Will 1
Wits: +6, Brawn: +6
Equipment: None
Social
Languages: Languages known in Life, usually Common.
Composure: 16
Motives: Feed on the living
Ghoul Characteristics
Ghouls are feral undead with a wicked intelligence. Their skin appears decayed and stretched tight, their bones visibly attempting to poke through the surface. Their nails and teeth are elongated and sharp from ripping at mortal flesh. Ghouls are capable of speaking in the languages they knew in life, and are very nearly as intelligent in death as they were in life. On top of the power of undeath and their mental faculties, they also have the ability to paralyze victims with their foul, supernaturally toxic undead claws and bites. Some suspect that the very ichor of the god of death drips from their bones.
History
Ghouls have been a scourge on the land pretty much since undead came into creation. From what researchers and historians can gather, Ghouls are created from stronger than average beings that lived foul, disgusting mortal lives. Cannibals, rapists and murderers are common examples of the sorts of people who have turned over to this existence after death under profane circumstances. Worse still, anyone killed by a ghoul may quite possibly come back as a ghoul themselves, the corruption of their killer sows its seed quite deeply.
Culture
Ghouls are known to populate areas heavily infested with the stench of death and rot, feasting on whatever flesh they can find. Aging battlefields, cemeteries and ancient crypts that are left unmaintained can be expected to be infested with ghouls sooner or later. It is largely agreed upon that it is exactly the failure to keep these grounds hallowed and clean that causes the dead to rise again and persist in the foul order. Ghouls revel in their foul existence, and seek to spread their filth and disease from wherever such substance is already prominent.