Name | Ghoul |
---|---|
Sorted Name | Ghoul |
Family | Ghoul |
Size and Type | Medium Undead |
Hit Dice Count | 2 |
Hit Dice | 2d8+4 (13 hp) |
Random Hit Points | 2d8+4 - 4 |
Initiative | +2 |
Speed | 30 ft. |
Armor Class | 14, touch 12, flat-footed 12 (+2 Dex, +2 natural) |
Base Attack/Grapple | +1/+CMB: +2CMD: 14 |
Attack | bite +3 (1d6+1 plus disease and paralysis) and 2 claws +3 (1d6+1 plus paralysis) |
Space/Reach | 5 ft./5 ft. |
Special Attacks | paralysis (1d4+1 rounds, DC 13, elves are immune to this effect) |
Special Qualities | darkvision 60 ft.; |
Saves | Fort +2, Ref +2, Will +5 |
Abilities | Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 14 |
Skills | Acrobatics +4, Climb +6, Perception +7, Stealth +7, Swim +3 |
Feats | Weapon Finesse |
Environment | any land |
Challenge Rating | 1 |
Organization | solitary, gang (2-4), or pack (7-12) |
Treasure | standard |
Alignment | CE |
Version | PRPG-O |
Sources | Pathfinder RPG (Open) |
GhoulThis humanoid creature has long, sharp teeth, and its pallid flesh is stretched tightly over its starved frame.Ghoul CR 1 XP 400CE Medium undeadInit +2; Senses darkvision 60 ft.; Perception +7DEFENSEAC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)hp 13 (2d8+4)Fort +2, Ref +2, Will +5Defensive Abilities channel resistance +2OFFENSESpd 30 ft.Melee bite +3 (1d6+1 plus disease and paralysis) and 2 claws +3 (1d6+1 plus paralysis)Special Attacks paralysis (1d4+1 rounds, DC 13, elves are immune to this effect)STATISTICSStr 13, Dex 15, Con -, Int 13, Wis 14, Cha 14Base Atk +1; CMB +2; CMD 14Feats Weapon FinesseSkills Acrobatics +4, Climb +6, Perception +7, Stealth +7, Swim +3Languages CommonECOLOGYEnvironment any landOrganization solitary, gang (2-4), or pack (7-12)Treasure standardSPECIAL ABILITIESDisease (Su) Ghoul Fever: Bite-injury; save Fort DC 12; onset 1 day; frequency 1 day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based. 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.Ghouls are undead that haunt graveyards and eat corpses. Legends hold that the first ghouls were either cannibalistic humans whose unnatural hunger dragged them back from death or humans who in life fed on the rotting remains of their kin and died (and were reborn) from the foul disease-the true source of these undead scavengers is unclear. Ghouls lurk on the edges of civilization (in or near cemeteries or in city sewers) where they can find ample supplies of their favorite food. Though they prefer rotting bodies and often bury their victims for a while to improve their taste, they eat fresh kills if they are hungry enough. Though most surface ghouls live primitively, rumors speak of ghoul cities deep underground led by priests who worship ancient cruel gods or strange demon lords of hunger. These "civilized" ghouls are no less horrific in their eating habits, and in fact the concept of a welllaid ghoul banquet table is perhaps even more horrifying than the concept of taking a meal fresh from the coffin. Ghast Lacedon Lacedons have a base land speed of 30 feet and a swim speed of 30 feet. |
Source Copyright: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
The Book of Experimental Might. Copyright 2008, Malhavoc Press; Author: Monte J. Cook.
Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.
The Open content displayed above has been reproduced without permission from the copyright holder.
Attacks: bite +3 (1d6+1 plus disease and paralysis) and 2 claws +3 (1d6+1 plus paralysis), or
feats: WEAPON FINESSE, ,