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.
20% chance for immunity to death and time magic attacks
Immune against poison.
1d6 Natural Armor. 1d20 check to roll 17 or above for entire damage to heal Ghoul.
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 |
