Ghouls are reanimated corpses in various degrees of rot. They dwell in deserts and graveyards, luring travelers to their deaths and feeding on human flesh. While bearing a similar nature to Zombies, Ghouls are known for seemingly being able to take the form of those they have bitten. 

Runic Element
Death
Affinity
Decay
Strong
Time
Weak
Life
Runic Element Info
Double runic energy for magic attacks done against those of the time element.
20% chance for immunity to death and time magic attacks
Immune against poison.
Decay magic heals Ghouls.
Alignment
Chaotic Evil
Light Points
0
Dark Points
6
Order Points
0
Chaos Points
8
Alignment Info & Modifiers
List any alignment notes here
Vitality
35
Gen D.
N/A
Save
0
Full
35
Soul
5
Gen D.
N/A
Save
0
Full
5
Power
22
Gen D.
N/A
Save
0
Full
22
Physical
1d6*
Magic
0
Armor
Defense
10
Armor
Spirit
0
Ghouls must be reduced to negative Vitality equal to their Fortitude to be truly destroyed (they keep moving at 0 Vitality, at −1 Vitality per round, until the threshold is met or they are dismembered/burned).
1d6 Natural Armor. 1d20 check to roll 17 or above for entire damage to heal Ghoul.
Evade
1
 
Modifiers
-3 (rigor mortis)
Fortitude
18
18
Immunity
1
Endure
1
Defense
1
Health
--
Breath Holding
--
Brace
1
Stamina
--
Gouls have no stamina nor need stamina and do not breath.
Intellect
6
6
Runic Speed
-2
Focus
-2
Arcana
-2
History
-2
Nature
-2
Religion
-2
Spiritual Balance
--
Ghouls retain a fragment of their original soul - enough to feel hunger, cunning, and a predatory instinct. They are not mindless like zombies but are not fully rational either. They can be communicated with very basically but cannot be reasoned with in any meaningful way.
Wisdom
10
10
Perceive
-1
Survival
-1
Insight
-1
Medicine
--
Mental Balance
--
Spirit
-1
Runic Power
1d6
Put info here
Strength
24
24
Weight Limit
480 lbs
Athletics
2
Grip
2
Critical
2
Throw Range
2
Offensive Power
1d12+1
Put info here
Speed
14
14
Acrobatics
--
Initiative
0
Move
1d6+2
Stealth
0
React
0
Bow Power
--
Ghouls have no ability to make Acrobatics checks due to rigor mortis, and are not capable of using a weapon as complex as a bow and arrow.
Charisma
2
2
Influence
--
Deception
--
Intimidate
-3
Perform
--
Persuade
--
Luck
--
Charm
--
While Ghouls can attempt to be intimidating and can use very basic speech, they lack the mental ability to do much else.

Equipment

No equipment

Natural Attacks

Attack Damage Range Effects
Ghoul Claw 1d8 + Offensive Power 1 space affecting 1 target 2 attacks for 1 attack action
Normal Endure check or Paralysis
Bite 1d6 1 space affecting 1 target Hard Health check or Zombie Rot
Bitten targets hallucinate that the Ghoul is now them.

Skills & Abilities

Skill Type Stat Cost Range & Area Duration Roll Check Effects
Pounce ⚔️ Attack Action 4 Power 1 target up to 3 spaces away instant Normal Athletics If target fails Normal React check, ghoul pins them (target cannot move until Hard Athletics check to break free). Deals Offensive Power damage on landing. 

Behavior & Combat Notes

Ghouls are not mindless, they are hungry. A ghoul will stalk prey, wait for an opening, and use Pounce to pin and immobilize before feeding. They prefer paralyzed or incapacitated targets. Groups use Pack Instinct loosely - not true coordination, but a shared sense of which target is most vulnerable. They retreat if badly damaged, unlike zombies, preserving enough self-preservation instinct to flee and heal. Their paralytic touch is their
most dangerous quality - a paralyzed party member becomes an immediate feeding target for the whole group. Those bitten by a ghoul  hallucinate that the ghoul is them for the remainder of the battle, giving rise to the myth that ghouls can shapeshift.

Special Notes

  • Undying: Same as Zombie - does not die at 0 Vitality, must be reduced to −(Fortitude) Vitality to truly destroy.
  • Paralytic Touch (Passive on claws): Any target struck by the ghoul's claws must make a Normal Endure check or be Paralyzed for 1d4 rounds. This is a natural property of ghoul flesh and cannot be disabled.
  • Immune to Fear, Poison, Disease: Same as zombie.
  • Life Magic Vulnerability: Same as zombie.
  • Argentum Weakness: Same as zombie.
  • Pack Instinct: Ghouls in groups of 3+ receive +1 to all attack rolls - they coordinate loosely through hunger.

Encounter Size: 1-6  |  XP Reward: 1d20 per ghoul  |  Challenge Level: Normal -2

Loot & Spoils

Type Item / Amount Notes
Material 1/4 lb Onyx Normal Luck check causes Onyx to drop, a material known to be connected to the element of death
Material 1/4 lb Black Ylem Challenging Luck causes Black Ylem to drop, symbolizing the ghoul's calling into the world of the living
Material
1/4 lb Gray Ylem Hard Luck causes Black Ylem to drop, symbolizing the ghoul's calling into the world of the living
Material
1/4 lb Manna Silk Manna Silk that was used to wrap the ghoul as dressing for their passing to the afterlife - soiled.
Alchemical Ingredient Ghoul Flesh A ½ a pound of flesh from a rotting ghoul 
Alchemical Ingredient Ghoul Claw A claw from a ghoul