Ghoul
Medium Undead — CR 1
- Hit Dice
- 2d12 (13 hp)
- Initiative
- +2
- Speed
- Land 30 ft
- Armor Class
- 14, touch 12, flat-footed 12
- Base Attack / Grapple
- +1/+2
- Attack
- Bite +2 melee (1d6+1 plus paralysis)
- Full Attack
- Bite +2 melee (1d6+1 plus paralysis) and 2 claws +0 melee (1d3 plus paralysis)
- STR
- 13
- DEX
- 15
- INT
- 13
- WIS
- 14
- CHA
- 12
- Fort / Ref / Will
- +0 / +2 / +5
- Challenge Rating
- 1
- Alignment
- Always Chaotic-Evil
- Organization
- Solitary, gang (2–4), or pack (7–12)
- Treasure
- None
- Environment
- Any
- Level Adjustment
- —
Special Abilities
Feats
This foul creature appears more or less humanoid, but has mottled, decaying flesh drawn tight across clearly visible bones. It is mostly hairless and has a carnivore’s sharp teeth. Its eyes burn like hot coals in their sunken sockets.
Description
Ghoul’s haunt graveyards, battlefields, and other places rich with the carrion they hunger for. These terrible creatures lurk wherever the stench of death hangs heavy, ready to devour the unwary.
Ghoul’s are said to be created upon the death of a living man or woman who savored the taste of the flesh of people. This assertion may or may not be true, but it does explain the disgusting behavior of these anthropophagous undead. Some believe that anyone of exceptional debauchery and wickedness runs the risk of becoming a ghoul. The transformation from living beings into fell things of the night has warped their minds, making them cunning and feral.
Ghoul’s speak the languages they spoke in life (usually Common).
Combat
Ghoul’s try to attack with surprise whenever possible. They strike from behind tombstones and burst from shallow graves.
Ghoul Fever (Su): Disease—bite, Fortitude DC 12, incubation period 1 day, damage 1d3 Con and 1d3 Dex. The save DC is Charisma-based.
An afflicted 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, not a ghoul.
Paralysis (Ex): Those hit by a ghoul’s bite or claw attack must succeed on a DC 12 Fortitude save or be paralyzed for 1d4+1 rounds. Elves have immunity to this paralysis. The save DC is Charisma-based.