Same as base creature
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.
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.
: 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.
allows a ghoul to detect approaching enemies, sniff out hidden foes, and track
by sense of smell.
Ghouls have the traits and immunities common
A ghoul gains the following ability score
increases: Str +2, Dex +2. As an undead creature
, a ghoul has no Constitution score.
A ghoul can read, write, and speak whatever languages
it could in life.
Same as the base creature
, modified for new ability scores
. A human ghoul retains the extra skill
points afforded to all humans.
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.
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.
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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