Ghoul

Type: Undead

Senses: Darkvision 60’

AC: +2 natural

HD: 2d8

Saves: Fort +0, Ref +0, Will +3

Defensive Abilities: channel resistance +2, negative energy affinity, +2 vs mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms), death effects, disease, paralysis, poison, sleep effects, and stunning

Immune: non-lethal damage

Attacks: bite (1d6 plus disease and paralysis) and 2 claws (1d6 plus paralysis)

Special Attacks: paralysis (1/day, 1d4+1 rounds, DC (10 + 1/2 HD + Cha mod), elves are immune to this effect)

Abilities: Str +2, Dex +4, Int +2, Wis +4, Cha +4

BAB: +1

Skills: [4 + Int] Climb, Disguise, Fly, Intimidate, Knowledge (arcane), Knowledge (religion), perception, sense motive, spellcraft, stealth

SQ: Can go twice as long without food, water, air, and needs half as much sleep

Special Abilities:

Disease (Su) [3 + Cha mod/day]

Ghoul Fever: Bite—injury; save Fort DC (10+Cha mod);

onset 1 day;

frequency 1 day;

effect 1d3 Con and 1d3 Dex damage;

cure 2 consecutive saves.

A 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.

Templates

Ghoul

Broken World CEPendragon