![]() ![]() 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. 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. 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. 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 are undead that haunt graveyards and eat corpses. Organization solitary, gang (2–4), or pack (7–12) A humanoid of 4 Hit Dice or more rises as a ghast. 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 who becomes a ghoul in this way retains none of the abilities it possessed in life. The save DC is Charisma-based.Ī humanoid who dies of ghoul fever rises as a ghoul at the next midnight. Ghoul Fever: Bite-injury save Fort DC 13 onset 1 day frequency 1/day effect 1d3 Con and 1d3 Dex damage cure 2 consecutive saves. ![]() Skills Acrobatics +4, Climb +6, Perception +7, Stealth +7, Swim +3 Special Attacks paralysis (1d4+1 rounds, DC 13, elves are immune to this effect) Fire with fire commander ghoul plus#Melee bite +3 (1d6+1 plus disease and paralysis) and 2 claws +3 (1d6+1 plus paralysis) Perception +7ĪC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)ĭefensive Abilities channel resistance +2 Immune undead traits ![]()
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