"Being set upon by a pack of ghouls is a highly undesirable occurrence. While not physically powerful, it only takes a small nick of the claw to render the living helpless. If you detect a particularly powerful stench of death (and you will know the difference) it is best to keep a watchful eye on your surroundings, for a Ghoul is rarely found by itself."
——Adventurer's Guide to the Living Dead and other Foul Creatures, Chapter 3
The common Ghoul is the first of its type to typically appear in places of death and rot. They are weaker than most intelligent undead, but still not to be trifled with. Like all monstrosities of their kind, they possess a paralyzing bite and claw that will render a victim immobile, allowing them to feast on their prey as they desire. Worse still, if slain by a ghoul, the unholy beast's corruption spreads throughout their body, turning them into a ghoul within a few days if nothing is done. For all these reasons and more, few people are brave enough to venture into a graveyard at night time, armed or not.
Senses
Lifesense, Darkvision
Hitpoints: 26
Healing Value: 5
Resilience: +2
Defenses
Resistances: Turn Resistance [1d4+3].
Undead Immunities: Bleed and
Necrotic damage,
Blood Loss,
Death,
Disease,
Energy Damage,
Fatigue,
Poisons & Toxins,
Exhausted,
Nauseated,
Pain,
Sickened,
Sleep,
Tired.
Vulnerabilities: Radiant (1.5x)
Attributes / Saving Throws (1 AP)
STR
13 / 15
|
DEX
15 / 17
|
CON
10 / 12
|
INT
13 / 14
|
WIS
14 / 15
|
CHA
12 / 13
|
REC 7
Actions (+3 AP)
Standard Attacks (2 AP)
Melee Reach 5ft • One creature
On a hit, the target is
Paralyzed [SE, ST 3d10 vs CON] and is exposed to
Ghoul Fever (1 Pestilence, Exposure DC 10). Elves are immune to the Paralysis, but not the disease. Potable wine poured over an affected victim will remove the paralysis immediately.
Special Attacks (3 AP)
+7 vs AC
Ravenous Claws [Poison] • Basic
Melee Reach 5ft • One or two creatures
The Ghoul slashes at two creatures hungrily with its clawed hands. On a hit, the target is
Paralyzed [SE, ST 3d10 vs CON] and is exposed to
Ghoul Fever (1 Pestilence, Exposure DC 10).
+7 vs AC (ArN 1)
Ripping Teeth and Claws [1/rest] [Poison] • Basic
Melee Reach 5ft • One creature
The ghoul grabs on and rips into its target with gusto. On a hit, the target is
Paralyzed [SE, ST 3d10 vs CON] and is exposed to
Ghoul Fever (1d2 Pestilence, Exposure DC 15).
Move (1 AP), Double Move (3 AP)
Shift
5 ft
|
Skirmish
30 ft
|
Sprint
50 ft
|
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 [1d4 + Undeath Rank]. (inc)
- Natural Armor: AC +2/+2 (inc)
Skills: Balance R1 (+3), Climb R1 (+3), Jump R2 (+6), Stealth R4 (+10), Listen R2 (+6), Spot R3 (+13), Hunting R2 (+6), Survival R2 (+5), Coercion R2 (+5), Deception R3 (+7), Bravery R1 (+2), Intuition R1 (+4), Suspicion R1 (+4)
Feats: More Precise
Philosophies: Rank 1 Mental, Rank 2 Physical, Rank 3 Undeath
Combat Training: Melee 1, Ranged 1, Parry 1, Fort 1, Reflex 1, Will 1
Wits: +4, Brawn: +5
Equipment: None
Charm
+1
|
Coercion
+5
|
Deception
+7
|
Manipulation
+1
|
Persuasion
+2
|
Aloofness
+1
|
Bravery
+2
|
Intuition
+4
|
Tolerance
+1
|
Suspicion
+4
|
Social
Composure: 13
Languages: Any languages known in life, usually Common
Motives: Feed on flesh, murder living
"Being set upon by a pack of ghouls is a highly undesirable occurrence. While not physically powerful, it only takes a small nick of the claw to render the living helpless. If you detect a particularly powerful stench of death (and you will know the difference) it is best to keep a watchful eye on your surroundings, for a Ghoul is rarely found by itself."
——Adventurer's Guide to the Living Dead and other Foul Creatures, Chapter 3
The common Ghoul is the first of its type to typically appear in places of death and rot. They are weaker than most intelligent undead, but still not to be trifled with. Like all monstrosities of their kind, they possess a paralyzing bite and claw that will render a victim immobile, allowing them to feast on their prey as they desire. Worse still, if slain by a ghoul, the unholy beast's corruption spreads throughout their body, turning them into a ghoul within a few days if nothing is done. For all these reasons and more, few people are brave enough to venture into a graveyard at night time, armed or not.
Senses
Lifesense, Darkvision
Hitpoints: 26
Healing Value: 5
Resilience: +2
Defenses
Resistances: Turn Resistance [1d4+3].
Undead Immunities: Bleed and
Necrotic damage,
Blood Loss,
Death,
Disease,
Energy Damage,
Fatigue,
Poisons & Toxins,
Exhausted,
Nauseated,
Pain,
Sickened,
Sleep,
Tired.
Vulnerabilities: Radiant (1.5x)
Attributes / Saving Throws (1 AP)
STR
13 / 15
|
DEX
15 / 17
|
CON
10 / 12
|
INT
13 / 14
|
WIS
14 / 15
|
CHA
12 / 13
|
REC 7
Actions (+3 AP)
Standard Attacks (2 AP)
+7 (+1 per additional Ghoul) vs AC
Mob Attack • Basic
1d6 + 2 (avg 6) (+3 per additional Ghoul) Slashing damage
Melee Reach 5ft
Make one attack for all Ghouls attacking a particular target. On a hit, the target is
Paralyzed [ST, ST 3d10 vs CON] and exposed to
Ghoul Fever (1 Pestilence, Exposure DC 10). Gain a +1 bonus to the Attack Roll and a +3 bonus to damage for each additional Ghoul (beyond the first) attacking the target. Additionally, for each additional two Ghouls (beyond the first), increase the difficulty of the initial Saving Throw by 1d10. If one or more Ghouls has additional advantages or other bonuses, apply the best bonus to this attack and damage roll.
Move (1 AP), Double Move (3 AP)
Shift
5 ft
|
Skirmish
30 ft
|
Sprint
50 ft
|
Overland Movement
30 mi/day
Qualities
- Mob Monster: Mob Monsters do not suffer hitpoint damage in the traditional way. If damage on a Mob Monster meets or exceeds its total hitpoint value, it is killed. Otherwise, when a Mob Monster first suffers damage, regardless of the amount, it is considered Damaged. Any subsequent damage to the Damaged Mob Monster will kill it. Thus, most Mob Monsters die after the second successful attack. Additionally, many Status Effects impose more severe debilitations to Mob Monsters (as are determined by the Status Effect).
- 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 [1d4 + Undeath Rank]. (inc)
- Natural Armor: AC +2/+2 (inc)
Skills: Balance R1 (+3), Climb R1 (+3), Jump R2 (+6), Stealth R4 (+10), Listen R2 (+6), Spot R3 (+13), Hunting R2 (+6), Survival R2 (+5), Coercion R2 (+5), Deception R3 (+7), Bravery R1 (+2), Intuition R1 (+4), Suspicion R1 (+4)
Feats: More Precise
Philosophies: Rank 1 Mental, Rank 2 Physical, Rank 3 Undeath
Combat Training: Melee 1, Ranged 1, Parry 1, Fort 1, Reflex 1, Will 1
Wits: +4, Brawn: +5
Equipment: None
Charm
+1
|
Coercion
+5
|
Deception
+7
|
Manipulation
+1
|
Persuasion
+2
|
Aloofness
+1
|
Bravery
+2
|
Intuition
+4
|
Tolerance
+1
|
Suspicion
+4
|
Social
Composure: 13
Languages: Any languages known in life, usually Common
Motives: Feed on flesh, murder 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.