Challenge Rating: Same as base
creature +2.
Attacks: A ghoul retains all the
attacks of the base
creature. It also gains a bite attack and two claw
attacks if the base
creature didn't already have them. If the base
creature did not have bite or claw
attacks, use the base
damage values in the table below. Otherwise, use the values below or the base
creature's base
damage, whichever is greater.
Size
|
Bite Damage
|
Claw Damage
|
Fine |
1
|
-
|
Diminutive |
1d2
|
-
|
Tiny |
1d3
|
1
|
Small |
1d4
|
1d2
|
Medium-size |
1d6
|
1d3
|
Large |
1d8
|
1d4
|
Huge |
2d6
|
1d6
|
Gargantuan |
2d8
|
2d4
|
Colossal |
4d6
|
2d6
|
Create Spawn (Su): If a ghoul's prey contracts advanced necrotizing faciitis (see below) from the wounds it has sustained and dies from the
disease, it rises 1d3 days later as a ghoul. A
remove disease spell cast on the corpse can prevent it from rising.
Disease (Su): A ghoul's bite infects the victim with a supernatural version of streptococcal gangrene (injury; Fort DC 14; incubation period 1d3 days; initial
damage 1d3 Con; secondary
damage 1d3 Con. If Con
damage is sustained, a second
saving throw at the same DC is required; failure indicates that 1 point of the Con
damage becomes Con drain instead). This
disease, known as advanced necrotizing faciitis, first manifests as an area of redness on the skin near the wound. Over the course of a few days, the redness becomes severe inflammation. The skin gradually turns dark purple and forms bloody blisters as the
disease devours more and more of the victim's flesh. The
disease can be arrested completely through amputation of the affected limb, but most doctors prefer to
combat it by surgical removal of all the affected tissue as well as some nearby healthy tissue. A
cure disease spell or a successful Treat Injury check (
surgery, DC 25) halts the
disease. The GM should roll the check secretly; if it fails, the
disease returns again in 1d3 days.
Scent (Ex): This
ability allows a ghoul to detect approaching enemies, sniff out hidden foes, and
track by sense of smell.
Undead: Ghouls have the traits and immunities common
Ability Scores: A ghoul gains the following
ability score increases: Str +2, Dex +2. As an
undead creature, a ghoul has no Constitution score.
Language(s): A ghoul can read, write, and speak whatever
languages it could in life.
Skills: Same as the base
creature, modified for new
ability scores. A human ghoul retains the extra
skill points afforded to all humans.
Feats: A ghoul gains Multiattack as a bonus
feat, assuming the base
creature meets the prerequisites and doesn't already have the
feat. A human ghoul keeps the extra
feat it gained as a 1st-level human character.
Advancement: By character class.
Ghoul (Human Strong Ordinary 1/Tough Ordinary 1): CR 3; Medium-
size undead; HD 2d12; hp 13; Mas -; Init +2; Spd 30 ft.;
Defense 14, touch 12, flat-footed 12 (+2 Dex, +2 natural); BAB +1; Grap +4; Atk +4 melee (1d3+3, claw); Full Atk +4 melee (1d3+3, 2 claws) and +2 melee (1d6+1 plus
disease, bite) or +3 ranged; FS 5 ft. by 5 ft.;
Reach 5 ft.; SQ create spawn, darkvision 60 ft.,
disease, scent,
undead; AL chaos, evil; SV Fort +4, Ref +2, Will +0; AP 0; Rep +0; Str 16, Dex 14, Con -, Int 13, Wis 10, Cha 8.
Skills: Craft (mechanical) +5, Drive +6, Intimidate +3, Knowledge (popular culture) +2, Knowledge (streetwise) +2, Profession +4, Read/ Write English, Repair +2, Speak English, Swim +4.
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