Size:
Medium
Type:
Undead
Form:
biped
Temper:
malicious
# App:
1, 1d3 + 1, 1d6 + 6
Lair:
Diet:
Combat Dice:
0
Hit Points:
0
Attack Rank:
0
Passive Defense:
0
Active Defense:
Damage Reduction:
0
Role:
soldier
Ground:
± 30'
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
± 5
Ethereal:
Actions/Abilities/Traits: Basic Fantasy
Actions/Abilities/Traits: Basic Fantasy
Offense
2 claws
Circumstance: Combat
1d4 all + paralysis
Offense
1 bite
Circumstance: Combat
1d4 all + paralysis
Special
Paralysis
Living creatures hit by a ghoul's bite or claw attack must save vs. Paralysis or be paralyzed for 2d8 turns. Elves are immune to this paralysis.
Special
Surprise
Ghouls try to attack with surprise whenever possible, striking from behind tombstones or bursting from shallow graves; when they attack in this way, they are able to surprise opponents on 1-3 on 1d6.
Special
Undead
May be Turned by Clerics and are immune to sleep, charm, and hold magics.
Special
Ghoul Fever
Humanoids bitten by ghouls may be infected with ghoul fever. Each time a humanoid is bitten, there is a 5% chance of the infection being passed. The afflicted humanoid is allowed to save vs. Death Ray; if the save is failed, the humanoid dies within a day. 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 knowledge or abilities they possessed in life.
Environments
any
Undead monsters which eat the flesh of dead humanoids to survive
Ghouls are undead monsters which eat the flesh of dead humanoids to survive. They are vile, disgusting carrion-eaters, but are more than willing to kill for food. Those slain by ghouls will generally be stored until they begin to rot before the ghouls will actually eat them.
Living creatures hit by a ghoul's bite or claw attack must save vs. Paralysis or be paralyzed for 2d8 turns. Elves are immune to this paralysis. Ghouls try to attack with surprise whenever possible, striking from behind tombstones or bursting from shallow graves; when they attack in this way, they are able to surprise opponents on 1-3 on 1d6. Like all undead, they may be Turned by Clerics and are immune to sleep, charm, and hold magics.
Humanoids bitten by ghouls may be infected with ghoul fever. Each time a humanoid is bitten, there is a 5% chance of the infection being passed. The afflicted humanoid is allowed to save vs. Death Ray; if the save is failed, the humanoid dies within a day.
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 knowledge or abilities they possessed in life. The newly-risen ghoul is not
Basic Fantasy Role-Playing Game
Actions/Abilities/Traits: Basic Fantasy
Actions/Abilities/Traits: BECMI
Actions/Abilities/Traits: BECMI
Action
2 claws/1 bite
1-3(x3) + Paralysis
Actions/Abilities/Traits: BECMI
Actions/Abilities/Traits: D&D 5e
Actions/Abilities/Traits: D&D 5e
Attributes
Strength: 13
Dexterity: 15
Constitution: 10
Intelligence: 7
Wisdon: 10
Charisma: 6
Offense
Bite
Circumstance: Melee
2 to hit, reach 5 ft., one creature. (2d6 + 2) piercing damage.
Offense
Bite
Circumstance: Melee
4, reach 5 ft. (1d6 + 2) Piercing damage plus 3 (1d6) Necrotic damage.
Offense
Claws
Circumstance: Melee
4 to hit, reach 5 ft., one target. (2d4 + 2) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Offense
Claw
Circumstance: Melee
4, reach 5 ft. (1d4 + 2) Slashing damage. If the target is a creature that isn't an Undead or elf, it is subjected to the following effect. con 10. The target has the Paralyzed condition until the end of its next turn.
Action
Multiattack
The ghoul makes two Bite attacks.
Trait
Passive Perception
10
Immunities
Damage Immunities
poison
Immunities
Condition Immunities
charmed
exhaustion
poisoned
Senses
darkvision 60 ft.
Languages
Common
Environments
underdark
swamp
urban
Ghouls roam the night in packs, driven by an insatiable hunger for humanoid flesh.
Devourers of Flesh
Like maggots or carrion beetles, ghouls thrive in places rank with decay and death. A ghoul haunts a place where it can gorge on dead flesh and decomposing organs. When it can't feed on the dead, it pursues living creatures and attempts to make corpses of them. Though they gain no nourishment from the corpses they devour, ghouls are driven by an unending hunger that compels them to consume. A ghoul's undead flesh never rots, and this monster can persist in a crypt or tomb for untold ages without feeding.
Abyssal Origins
Ghouls trace their origins to the Abyss. Doresain, the first of their kind, was an elf worshiper of Orcus. Turning against his own people, he feasted on humanoid flesh to honor the Demon Prince of Undeath. As a reward for his service, Orcus transformed Doresain into the first ghoul. Doresain served Orcus faithfully in the Abyss, creating ghouls from the demon lord's other servants until an incursion by Yeenoghu, the demonic Gnoll Lord, robbed Doresain of his abyssal domain. When Orcus would not intervene on his behalf, Doresain turned to the elf gods for salvation, and they took pity on him and helped him escape certain destruction. Since then, elves have been immune to the ghouls' paralytic touch.
Ghasts
Orcus sometimes infuses a ghoul with a stronger dose of abyssal energy, making a ghast. Whereas ghouls are little more than savage beasts, a ghast is cunning and can inspire a pack of ghouls to follow its commands.
Ghouls rise from the bodies of cannibals and villains with depraved hungers. They form packs out of shared voracity.
5e Tools
Actions/Abilities/Traits: D&D 5e
Actions/Abilities/Traits: OSE
Actions/Abilities/Traits: OSE
Environments
any
Action
claw
2 * claw (1d3 + paralysis)
Special
Paralysis
For 2d4 turns (save versus paralysis). Elves and creatures larger than ogres are unaffected. After paralysing a target, ghouls will attack others.
Action
bite
1 * bite (1d3 + paralysis)
Special
Undead
Make no noise, until they attack. Immune to effects that affect living creatures (e.g. poison). Immune to mind-affecting or mind-reading spells (e.g. charm, hold, sleep).
Actions/Abilities/Traits: OSE
Actions/Abilities/Traits: OSRIC
Actions/Abilities/Traits: OSRIC
Environments
Frequency:
Uncommon
any
Offense
3 Attacks
Circumstance: Combat
1d3/1d3/1d6
Offense
Special Attacks
Circumstance: Combat
Paralysation
Defense
Special Defenses
Circumstance: Combat
Immune to sleep and charm spells
Special
Paralysation
Any human or demi-human, save elves, attacked by a ghoul must make a saving throw or be paralysed for 3d4 turns.
Special
Immune to sleep and charm spells
Immune to sleep and charm spells.
Special
Protection from evil
Protection from evil will keep these things at bay, unless one so protected violates the circle by attacking the ghouls.
Special
Dream travel
Ghouls are also said to be able travel the lands of dreams, using them as conduit to enter the waking world of men at various graveyards, and escaping without a trace.
Undead monsters which eat the flesh of dead humanoids to survive
Ghouls are humans, who feasting on corpses and engaging in other vileness, have become undead, or in turn were killed by another ghoul without their corpses being sanctified by a cleric. Loping through the darkness with their vague canine cast and long black marrow-licking tongues, they haunt graves and ruins, seeking the flesh of the dead and the living. Though their minds are warped by the transformation, and their general intellect stunted, they still retain a terrible cunning, and they attack in fearless packs to good effect, bringing down the living to feast on their remains. Any human or demi-human, save elves, attacked by a ghoul must make a saving throw or be paralysed for 3d4 turns.
Protection from evil will keep these things at bay, unless one so protected violates the circle by attacking the ghouls.
Ghouls are also said to be able travel the lands of dreams, using them as conduit to enter the waking world of men at various graveyards, and escaping without a trace. Marine ghouls are called "lacedons" and are sometimes found on ghost ships or dwelling in wrecks on the sea bed.
Description: Ghouls appear as emaciated, animated corpses with sharp teeth and long fingernail
OSRIC
Actions/Abilities/Traits: OSRIC
Actions/Abilities/Traits: Pathfinder 2e
Actions/Abilities/Traits: Pathfinder 2e
Ability
Consume Flesh
Circumstance: The ghoul is adjacent to the corpse of a creature that died withi
The ghoul devours a chunk of the corpse and regains 1d6 Hit Points. It can regain Hit Points from any given corpse only once.
Ability
Ghoul Fever
(disease) Saving Throw Fortitude DC 15; Stage 1 carrier with no ill effect (1 day); Stage 2 2d6 negative damage and regains half as many Hit Points from all healing (1 day); Stage 3 as stage 2 (1 day); Stage 4 2d6 negative damage and gains no benefit from healing (1 day); Stage 5 as stage 4 (1 day); Stage 6 dead, and rises as a ghoul the next midnight.
Ability
Paralysis
(incapacitation, occult, necromancy) Any living, non-elf creature hit by a ghoul's attack must succeed at a DC 15 Fortitude save or become paralyzed. It can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save.
Ability
Swift Leap
(move) The ghoul jumps up to half its Speed. This movement doesn't trigger reactions.
Offense
Melee
Circumstance: combat round (melee)
jaws +9 [+4/-1] (finesse), Damage 1d6+1 piercing plus ghoul fever and paralysis
Trait
Ghoul
Ghouls are vile undead creatures that feast on flesh.
Trait
Undead
Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don't benefit from healing effects.
Immunity
death effects
disease
paralyzed
poison
unconscious
Language
Common
Necril
Perception
darkvision
Actions/Abilities/Traits: Pathfinder 2e
Actions/Abilities/Traits: Pathfinder 2e (Ghoul Gnawer)
Actions/Abilities/Traits: Pathfinder 2e (Ghoul Gnawer)
Ability
Consume Flesh
Circumstance: The ghoul gnawer is adjacent to the corpse of a creature that die
The ghoul gnawer devours a chunk of the corpse and regains 5d6 Hit Points. It can regain Hit Points from any given corpse only once.
Ability
Drain Corpse
Circumstance: Trigger: The ghoul gnawer uses Consume Flesh;
Frequency:
once per day
In addition to gaining Hit Points, using Consume Flesh refreshes one spell slot the cultist has already expended.
Ability
Ghoul Fever
(disease) Saving Throw DC 29 Fortitude; Stage 1 carrier with no effect (1 day); Stage 2 3d6 negative damage and regains half as many hit Points from all healing (1 day); Stage 3 as stage 2 (1 day); Stage 4 3d6 negative damage and gains no benefit from healing (1 day); Stage 5 as stage 4 (1 day); Stage 6 dead, and rises as a ghoul the next midnight
Ability
Occult Spontaneous Spells
DC 34; 6th dominate, scrying, spirit blast, vampiric exsanguination (3 slots); 5th abyssal plague, invoke spirits, rip the spirit, wall of flesh (4 slots); 4th chroma leach, clairvoyance, dimension door, talking corpse (4 slots); Cantrips (6th) chill touch, detect magic, haunting hymn, shield, sigil
Ability
Paralysis
(incapacitation, occult, necromancy) Any living, non-elf creature hit by a ghoul gnawer's attack must succeed at a DC 27 Fortitude save or become paralyzed. The creature can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save.
Ability
Swift Leap
(move) The ghoul gnawer jumps up to half its Speed. This movement doesn't trigger reactions.
Offense
Melee
Circumstance: combat round (melee)
jaws +19 [+14/+9] (finesse), Damage 2d10+12 piercing plus ghoul fever and paralysis
Trait
Ghoul
Ghouls are vile undead creatures that feast on flesh.
Trait
Undead
Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don't benefit from healing effects.
Immunity
death effects
disease
paralyzed
poison
unconscious
Item
hooded robe
staff of necromancy
Language
Abyssal
Common
Draconic
Kelish
Necril
Perception
darkvision
Actions/Abilities/Traits: Pathfinder 2e (Ghoul Gnawer)
Actions/Abilities/Traits: Pathfinder 2e (Ghoul Razorclaw)
Actions/Abilities/Traits: Pathfinder 2e (Ghoul Razorclaw)
Ability
Adamantine Edges
The ghoul's claws have been dipped in adamantine. The razorclaw treats any object they hit with a claw Strike as if it had half as much Hardness and any creature they hit as if they had half as much physical resistance.
Ability
Consume Flesh
Circumstance: The ghoul razorclaw is adjacent to the corpse of a creature that
The ghoul razorclaw devours a chunk of the corpse and regains 7d6 Hit Points. It can regain Hit Points from any given corpse only once.
Ability
Deny Advantage
The razorclaw isn't flat-footed to creatures of 13th level or lower that are hidden, undetected, flanking, or using surprise attack.
Ability
Ghoul Fever
(disease) Saving Throw Fortitude DC 31; Stage 1 carrier with no effect (1 day); Stage 2 4d6 negative damage and regains half as many hit Points from all healing (1 day); Stage 3 as stage 2 (1 day); Stage 4 4d6 negative damage and gains no benefit from healing (1 day); Stage 5 as stage 4 (1 day); Stage 6 dead, and rises as a ghoul the next midnight.
Ability
Paralysis
(incapacitation, occult, necromancy) Any living, non-elf creature hit by a ghoul razorclaw's attack must succeed at a DC 31 Fortitude save or become paralyzed. The creature can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save.
Ability
Sneak Attack
The ghoul razorclaw deals an extra 3d6 precision damage to flat-footed creatures.
Ability
Surprise Attacker
On the first round of combat, creatures that haven't acted yet are flat-footed to the ghoul razorclaw.
Ability
Swift Leap
(move) The ghoul razorclaw jumps up to half its Speed. This movement doesn't trigger reactions.
Offense
Melee
Circumstance: combat round (melee)
jaws +27 [+22/+17] (finesse), Damage 3d8+12 piercing plus ghoul fever and paralysis
Offense
Ranged
Circumstance: combat round (ranged)
composite shortbow +27 [+22/+17] (deadly 2d10, magical, propulsive, range increment 60 feet, reload 0), Damage 2d6+10 piercing
Trait
Ghoul
Ghouls are vile undead creatures that feast on flesh.
Trait
Undead
Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don't benefit from healing effects.
Immunity
death effects
disease
paralyzed
poison
unconscious
Item
+1 striking composite shortbow (20 arrows)
infiltrator thieves' tools
leather armor
shadow essence (3)
Language
Abyssal
Common
Draconic
Kelish
Necril
Undercommon
Perception
darkvision
Actions/Abilities/Traits: Pathfinder 2e (Ghoul Razorclaw)
Ghouls roam the night in packs, driven by an insatiable hunger for humanoid flesh.
Devourers of Flesh
Like maggots or carrion beetles, ghouls thrive in places rank with decay and death. A ghoul haunts a place where it can gorge on dead flesh and decomposing organs. When it can't feed on the dead, it pursues living creatures and attempts to make corpses of them. Though they gain no nourishment from the corpses they devour, ghouls are driven by an unending hunger that compels them to consume. A ghoul's undead flesh never rots, and this monster can persist in a crypt or tomb for untold ages without feeding.
Abyssal Origins
Ghouls trace their origins to the Abyss. Doresain, the first of their kind, was an elf worshiper of Orcus. Turning against his own people, he feasted on humanoid flesh to honor the Demon Prince of Undeath. As a reward for his service, Orcus transformed Doresain into the first ghoul. Doresain served Orcus faithfully in the Abyss, creating ghouls from the demon lord's other servants until an incursion by Yeenoghu, the demonic Gnoll Lord, robbed Doresain of his abyssal domain. When Orcus would not intervene on his behalf, Doresain turned to the elf gods for salvation, and they took pity on him and helped him escape certain destruction. Since then, elves have been immune to the ghouls' paralytic touch.
Ghasts
Orcus sometimes infuses a ghoul with a stronger dose of abyssal energy, making a ghast. Whereas ghouls are little more than savage beasts, a ghast is cunning and can inspire a pack of ghouls to follow its commands.
Ghouls rise from the bodies of cannibals and villains with depraved hungers. They form packs out of shared voracity.
5e Tools
Undead monsters which eat the flesh of dead humanoids to survive
Ghouls are undead monsters which eat the flesh of dead humanoids to survive. They are vile, disgusting carrion-eaters, but are more than willing to kill for food. Those slain by ghouls will generally be stored until they begin to rot before the ghouls will actually eat them.
Living creatures hit by a ghoul's bite or claw attack must save vs. Paralysis or be paralyzed for 2d8 turns. Elves are immune to this paralysis. Ghouls try to attack with surprise whenever possible, striking from behind tombstones or bursting from shallow graves; when they attack in this way, they are able to surprise opponents on 1-3 on 1d6. Like all undead, they may be Turned by Clerics and are immune to sleep, charm, and hold magics.
Humanoids bitten by ghouls may be infected with ghoul fever. Each time a humanoid is bitten, there is a 5% chance of the infection being passed. The afflicted humanoid is allowed to save vs. Death Ray; if the save is failed, the humanoid dies within a day.
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 knowledge or abilities they possessed in life. The newly-risen ghoul is not
Basic Fantasy Role-Playing Game
Grotesque, animalistic, undead humans that crave the flesh of the living.
OSE
Undead monsters which eat the flesh of dead humanoids to survive
Ghouls are humans, who feasting on corpses and engaging in other vileness, have become undead, or in turn were killed by another ghoul without their corpses being sanctified by a cleric. Loping through the darkness with their vague canine cast and long black marrow-licking tongues, they haunt graves and ruins, seeking the flesh of the dead and the living. Though their minds are warped by the transformation, and their general intellect stunted, they still retain a terrible cunning, and they attack in fearless packs to good effect, bringing down the living to feast on their remains. Any human or demi-human, save elves, attacked by a ghoul must make a saving throw or be paralysed for 3d4 turns.
Protection from evil will keep these things at bay, unless one so protected violates the circle by attacking the ghouls.
Ghouls are also said to be able travel the lands of dreams, using them as conduit to enter the waking world of men at various graveyards, and escaping without a trace. Marine ghouls are called "lacedons" and are sometimes found on ghost ships or dwelling in wrecks on the sea bed.
Description: Ghouls appear as emaciated, animated corpses with sharp teeth and long fingernail
OSRIC