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Monsters

id330
NameGhoul:Ghoul
SizeAndTypeMedium-Size Undead
HitDice2d12 (13)
Initiative+2 (Dex)
Speed30 ft.
ArmorClass14 (+2 Dex, +2 natural)
AttacksBite +3 melee; 2 claws +0 melee
DamageBite 1d6+1 and paralysis; claw 1d3 and paralysis
FaceAndReach5 ft. by 5 ft./5 ft.
SpecialAttacksParalysis, create spawn
SpecialQualitiesUndead, +2 turn resistance
Saves_Fort0
Saves_Ref2
Saves_Will5
AbilitiesStr 13, Dex 15, Con -, Int 13, Wis 14, Cha 16
SkillsClimb +6, Escape Artist +7, Hide +7, Intuit Direction +3, Jump +6, Listen +7, Move Silently +7, Search +6, Spot +7
FeatsMultiattack, Weapon Finesse (bite)
ClimateAndTerrainAny land and underground
OrganizationSolitary, gang (2-4), or pack (7-12)
ChallengeRating_Value1
TreasureNone
AlignmentAlways chaotic evil
Advancement3 HD (Medium-size)
Description

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.