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Size & Type (subtype):Medium-Size UndeadHit Dice:2d12 (13)
Initiative:   +2 (Dex)   Speed:   30 ft.  
Armor Class:   14 (+2 Dex, +2 natural)   Attacks:   Bite +3 melee; 2 claws +0 melee  
Damage:   Bite 1d6+1 and paralysis; claw 1d3 and paralysis   Face and Reach:   5 ft. by 5 ft./5 ft.  
Special Attacks:   Paralysis, create spawn   Special Qualities:   Undead, +2 turn resistance  
Saving Throws  Fortitude: 0  
Reflex: 2  
Will: 5  
Abilities:   Str: 13
Dex: 15
Int: 13
Wis: 14
Cha: 16
Skills:   Climb +6, Escape Artist +7, Hide +7, Intuit Direction +3, Jump +6, Listen +7, Move Silently +7, Search +6, Spot +7   Feats:   Multiattack, Weapon Finesse (bite)  
Climate and Terrain:   Any land and underground   Climate:   cold,temperate,warm  
Terrain:   desert,forest,hill,marsh,mountains,plains,underground   Organization:   Solitary, gang (2-4), or pack (7-12)  
Challenge Rating:   1   Challenge Rating Value:   1  
Treasure:   None   Alignment:   Always chaotic evil  
Advancement:   3 HD (Medium-size)  


Ghouls speak the languages they spoke in life (usually Common).

Paralysis (Ex): Those hit by a ghoul's bite or claw attack must succeed at a Fortitude save (DC 14) or be paralyzed for 1d6+2 minutes. Elves are immune to this paralysis.

Create Spawn (Su): In most cases, ghouls devour those they kill. From time to time, however, the bodies of their humanoid victims lie where they fell, to rise as ghouls themselves in 1d4 days. Casting protection from evil on a body before the end of that time averts the transformation. (The statistics above are for human ghouls and ghasts. Ghouls and ghasts may vary depending on their original race or kind.)

Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.


Interface by Rodrigo Flores - 2003-2013Database by John H. Kim - 2002