Ghoul

MapTool Token

NameGhoul
Sorted NameGhoul
FamilyGhoul
Size and TypeMedium Undead
Hit Dice Count2
Hit Dice2d12 (13 hp)
Random Hit Points2d12 - 0
Initiative+2
Speed30 ft. (6 squares)
Armor Class14 (+2 Dex, +2 natural), 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)

Space/Reach5 ft./5 ft.
Special AttacksGhoul fever, paralysis
Special Qualities

Darkvision 60 ft., undead traits, +2 turn resistance

SavesFort +0, Ref +2, Will +5
AbilitiesStr 13, Dex 15, Con -, Int 13, Wis 14, Cha 12
Skills

Balance +6, Climb +5, Hide +6, Jump +5, Move Silently +6, Spot +7

Feats

Multiattack

EnvironmentAny (Lacedon: Any aquatic)
Challenge Rating1
Organization

Solitary, gang (2-4), or pack (7-12)

TreasureNone
AlignmentAlways chaotic evil
Advancement3 HD (Medium)
Level Adjustment-
VersionSRD
SourcesSystem Reference Document
Stat_Block

Ghoul; CR 1; Medium undead; HD 2d12; hp 13; Init +2; Spd 30 ft. (6 squares); AC 14 (+2 dex, +2 natural), touch 12, flat-footed 12; Base Atk +1; Grp +2; Atk +2 melee (1d6+1 plus paralysis, bite); Full Atk +2 melee (1d6+1 plus paralysis, bite) and +0 melee (1d3 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoul fever, paralysis; SQ Darkvision 60 ft., undead traits, +2 turn resistance; AL CE; SV Fort +0, Ref +2, Will +5; Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 12

Skills and Feats: Balance +6, Climb +5, Hide +6, Jump +5, Move Silently +6, Spot +7; Multiattack

Ghoul

Ghoul
Medium Undead
Hit Dice:
2d12 (13 hp)
Initiative:
+2
Speed:
30 ft. (6 squares)
Armor Class:
14 (+2 Dex, +2 natural), 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)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Ghoul fever, paralysis
Special Qualities:
Darkvision 60 ft., undead traits, +2 turn resistance
Saves:
Fort +0, Ref +2, Will +5
Abilities:
Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 12
Skills:
Balance +6, Climb +5, Hide +6, Jump +5, Move Silently +6, Spot +7
Feats:
Multiattack
Environment:
Any
(Lacedon: Any aquatic)
Organization:
Solitary, gang (2-4), or pack (7-12)
Challenge Rating:
1
Treasure:
None
Alignment:
Always chaotic evil
Advancement:
3 HD (Medium)
Level Adjustment:
-

Ghouls speak the languages they spoke in life (usually Common).

Combat

Ghouls 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.

Lacedon

These cousins of the ghoul have the aquatic subtype. They lurk near hidden reefs or other places where ships are likely to meet their end. They have a base land speed of 30 feet and a swim speed of 30 feet and are found only in aquatic environments.

Ghast

Although these creatures look just like their lesser kin, they are far more deadly and cunning.

Combat

Ghoul Fever (Su): Disease-bite, Fortitude DC 15, incubation period 1 day, damage 1d3 Con and 1d3 Dex. The save DC is Charisma-based.

Paralysis (Ex): Those hit by a ghast's bite or claw attack must succeed on a DC 15 Fortitude save or be paralyzed for 1d4+1 rounds. Even elves can be affected by this paralysis. The save DC is Charisma-based.

Stench (Ex): The stink of death and corruption surrounding these creatures is overwhelming. Living creatures within 10 feet must succeed on a DC 15 Fortitude save or be sickened for 1d6+4 minutes. A creature that successfully saves cannot be affected again by the same ghast's stench for 24 hours. A delay poison or neutralize poison spell removes the effect from a sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. The save DC is Charisma-based.

Source Copyright: System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.

The Open content displayed above has been reproduced with permission from the copyright holder.

Attacks: Bite +2 melee (1d6+1 plus paralysis), or Bite +2 melee (1d6+1 plus paralysis) and 2 claws +0 melee (1d3 plus paralysis)

feats: MULTIATTACK, ,