Size:
Type:
± Undead
Form:
Temper:
# App:
± 1d2, Wild 1, Lair 1d6
Lair:
Diet:
Combat Dice:
± 0
Hit Points:
± 0
Attack Rank:
± 0
Passive Defense:
± 0
Active Defense:
Damage Reduction:
± 0
Role:
Ground:
Climb/Arboreal:
Flight:
Swim:
± 30'
Benthic:
Burrow:
Ethereal:
Actions/Abilities/Traits: Basic Fantasy
Actions/Abilities/Traits: Basic Fantasy
Offense
2 claws (1d4)
Circumstance: Combat
1d4 claws, 1d4 bite + paralysis (1 per day), poison
Offense
1 bite (1d4) + paralysis (1 per day)
Circumstance: Combat
1d4 claws, 1d4 bite + paralysis (1 per day), poison
Special
Paralysis
Can paralyze one medium-sized creature per day with bite (save vs. Paralysis).
Special
Poison Aura
Aura of poisoned water surrounds them for 5 feet in all directions. Creatures in this aura must save vs Poison.
Special
Immobile on Land
Their softer, water-softened flesh renders them immobile outside of the water.
Special
Undead
May be Turned by Clerics as ghouls. Immune to sleep, charm, and hold magics.
Special
Holy Water Aversion
Will avoid any water within 20 feet of where a flask of holy water was poured out for 1 day.
Environments
aquatic-fresh
Aquatic undead that scavenge shipwrecks and drownings, ambushing swimmers with paralysis and poisonous aura
Unlike the common ghoul which scavenges battlefields and graveyards for the rotten flesh they crave, Sea Ghouls adapted to scavenge the large bodies of water where shipwrecks and drownings are frequent.
Their softer, water-softened flesh renders them immobile outside of the water, but they are fast and agile swimmers. They can only paralyze one medium-sized creature per day (save vs. Paralysis), but compensate in combat with an aura of poisoned water that surrounds them for 5 feet in all directions. Creatures in this aura must save vs Poison. Small fish found floating to the surface in a distinct path are a telltale sign of sea ghouls sea ghasts prowling below the surface of the water.
They are ambush hunters, hiding among silt and plants for any lone or straggler swimmers in sight. They will approach from beneath, giving no warning other than the corpses of small fish floating to the surface where they move, or the sudden burning sensation as they make an unexpected save vs. Poison. Their poison aura dissuades interlopers as they paralyze their prey with a paralyzing bite, and drag the unlucky victim into the darkness to drown and soften.
They favor deep, still water with silty
Basic Fantasy Field Guide Omnibus
Actions/Abilities/Traits: Basic Fantasy
Aquatic undead that scavenge shipwrecks and drownings, ambushing swimmers with paralysis and poisonous aura
Unlike the common ghoul which scavenges battlefields and graveyards for the rotten flesh they crave, Sea Ghouls adapted to scavenge the large bodies of water where shipwrecks and drownings are frequent.
Their softer, water-softened flesh renders them immobile outside of the water, but they are fast and agile swimmers. They can only paralyze one medium-sized creature per day (save vs. Paralysis), but compensate in combat with an aura of poisoned water that surrounds them for 5 feet in all directions. Creatures in this aura must save vs Poison. Small fish found floating to the surface in a distinct path are a telltale sign of sea ghouls sea ghasts prowling below the surface of the water.
They are ambush hunters, hiding among silt and plants for any lone or straggler swimmers in sight. They will approach from beneath, giving no warning other than the corpses of small fish floating to the surface where they move, or the sudden burning sensation as they make an unexpected save vs. Poison. Their poison aura dissuades interlopers as they paralyze their prey with a paralyzing bite, and drag the unlucky victim into the darkness to drown and soften.
They favor deep, still water with silty
Basic Fantasy Field Guide Omnibus