![]() ![]() ![]() These cousins of the ghoul have the aquatic subtype. 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. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul. 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 who becomes a ghoul in this way retains none of the abilities it possessed in life. The save DC is Charisma-based.Īn afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. They strike from behind tombstones and burst from shallow graves.ĭisease-bite, Fortitude DC 12, incubation period 1 day, damage 1d3 Con and 1d3 Dex. Ghouls try to attack with surprise whenever possible. Ghouls speak the languages they spoke in life (usually Common). Solitary, gang (2-4), or pack (2-4 plus 7-12 ghouls) Str 17, Dex 17, Con Ø, Int 13, Wis 14, Cha 16īalance +6, Climb +5, Hide +6, Jump +5, Move Silently +6, Spot +7īalance +7, Climb +9, Hide +8, Jump +9, Move Silently +8, Spot +8 14 (+2 Dex, +2 natural), touch 12, flat-footed 12ġ7 (+3 Dex, +4 natural), touch 12, flat-footed 14īite +2 melee ( 1d6+1 plus paralysis) and 2 claws +0 melee ( 1d3 plus paralysis)īite +5 melee ( 1d8+3 plus paralysis) and 2 claws +3 melee ( 1d4+1 plus paralysis)ĭarkvision 60 ft., undead traits, +2 turn resistance ![]()
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