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:
90
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
5
Ethereal:

Actions/Abilities/Traits:
(BECMI)
Actions/Abilities/Traits: (BECMI)
Action
2 claws/1 bite
1-3(x3) + Paralysis

Actions/Abilities/Traits:
(D&D 5e)
Actions/Abilities/Traits: (D&D 5e)
Action
Bite
+2 to hit, reach 5 ft., one creatureHit: 9 (2d6 + 2) piercing damage.
Action
Claws
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 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.

Actions/Abilities/Traits:
(d20)
Actions/Abilities/Traits: (d20)
Action
bite
3 (1d6+1 plus

Actions/Abilities/Traits:
(OSE)
Actions/Abilities/Traits: (OSE)
Action
claw
2 * claw (1d3 + paralysis)
Action
bite
1 * bite (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.
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:
(OSR)
Actions/Abilities/Traits: (OSR)
Special
|Channel|Resistance|Disease|Paralysis
You are less easily affected by clerics or paladins. You gain a +r bonus on saves made to resist the effects of channel energy, including effects that rely on the use of channel energy.
Special
|Channel|Resistance|Disease|Paralysis
Ghoul Fever: Bite-injury; save Death; onset 1 day; frequency 1 day; effect 1d3 Constitution damage and 1d3 Dexterity damage; cure 2 consecutive saves. A 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.
Special
|Channel|Resistance|Disease|Paralysis
This special attack renders the victim immobile. Paralyzed creatures cannot move, speak, or take any physical actions. The creature is rooted to the spot, frozen and helpless. Paralysis works on the body, and a character can resist it with a Paralysis saving throw. Unlike hold person and similar effects, a paralysis effect does not allow a new save each round.

Actions/Abilities/Traits:
(Pathfinder 1e)
Actions/Abilities/Traits: (Pathfinder 1e)
Action
Feat 1
Weapon Finesse
Action
Melee 1
bite +3 (1d6+1 plus disease and paralysis) and 2 claws +3 (1d6+1 plus paralysis)
Special
Disease (Su)
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. The save DC is Charisma-based. A 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.

Actions/Abilities/Traits:
(Pathfinder 2e) (Ghoul)
Actions/Abilities/Traits: (Pathfinder 2e) (Ghoul)
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) (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 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
Grotesque, animalistic, undead humans that crave the flesh of the living.
OSE